Armageddon General Discussion Board

General => Code Discussion => Topic started by: Pariah on January 31, 2023, 08:19:55 AM

Title: Poison/Cure rate of decay
Post by: Pariah on January 31, 2023, 08:19:55 AM
It seems from other threads that people seem to universally, at least the vocal/typer ones, think that poison cure degredation is too fast.

I don't know if they ever said how long it takes for an above average cure to lose it's potency down to average/below average etc.  (I'm sure Mansa will find the post if they did.)

While most of my gripes with the "new" poison system is still the old one, the herb placement being static and having to run around the world to collect them, plus the ambiguity of the flavors, I wonder why people want longer duration.

Is it because you play off-peak and there aren't anyone to make them, so when you run into the unicorn that is a good brewer/poisoner it's so rare you don't want to rely on unicorn sightings?

Is because you just don't get to play as much as you'd like, due to life, kids, work etc?  So to have to spend your one or two times a week playing watching your cures degrade in your pocket, thus adding on what others have stated as "busy work" to keep your cures/poisons up to snuff?

So I got to thinking, maybe we could fix it without being all or nothing (Roll back decay to pills lasting forever or pills decaying while you're on vacation and not playing the game).

What if...

There were items that keep poisons from decaying, but are large and bulky, designed for apartments like a chest or trunk size, have to be closed like a sealed food bin and any cure/poison that's inside won't decay provided it's in there and closed?

Then poisons only decay when carried in inventory or a bag and go off TIME PLAYED, versus game time.  So if I have my three bloodburn cures and one terradin cure in my aba.  I log off and go on vacation for two weeks, come back to play, the timer was in stasis because my homie wasn't actually here to tick it down?  This wouldn't punish the player for not being super hard core and playing every day, but it would also put some type of decay for the pills/mashes etc.

What you think?
Title: Re: Poison/Cure rate of decay
Post by: Lutagar on January 31, 2023, 08:30:20 AM
pls no clanned players already have enough advantages over unclanned ones (this would benefit peak players who are more welcomed into clans with limited slots anyway)
Title: Re: Poison/Cure rate of decay
Post by: Pariah on January 31, 2023, 08:34:20 AM
Quote from: Lutagar on January 31, 2023, 08:30:20 AM
pls no clanned players already have enough advantages over unclanned ones (this would benefit peak players who are more welcomed into clans with limited slots anyway)

Could always make the "bin" thing craftable and not require a clan.  Maybe made outta rock or some other easily findable materials.

Then you could technically be a rinther and plop it down in one of those random hidden away save rooms.  Sure there would be risk, but it is what it is.
Title: Re: Poison/Cure rate of decay
Post by: Brisket on January 31, 2023, 08:52:32 AM
I don't have any real problem with it.  Your cures degrade over something like an RL month, that's plenty of time to re-up in my opinion.  And the higher end poisons are an extreme rarity -- you may have to take multiple weaker/older cures to match the strength of a perfect cure, but that doesn't seem bad to me.
Title: Re: Poison/Cure rate of decay
Post by: Harmless on January 31, 2023, 09:36:45 AM
Title: Re: Poison/Cure rate of decay
Post by: Halaster on January 31, 2023, 10:02:38 AM
From:  https://gdb.armageddon.org/index.php/topic,58086.msg1080149.html#msg1080149

"Tablets can last nearly 6 RL months, and the timeframe for vials are in the order of a few RL months.   A mash, which is meant to be an intermediate crafting item, will only last one RL day."

Those numbers are from highest potency to inert.

If you really want to figure out how long it takes it to go from above average to below average, or whatever increments you want to know, you can probably do some rough math based on the numbers above and get a ballpark idea.
Title: Re: Poison/Cure rate of decay
Post by: Lutagar on January 31, 2023, 11:00:40 AM
any chance it can be changed so people with the brew skill can analyse the potency of a cure?
Title: Re: Poison/Cure rate of decay
Post by: mansa on January 31, 2023, 11:07:41 AM
Quote from: Lutagar on January 31, 2023, 11:00:40 AM
any chance it can be changed so people with the brew skill can analyse the potency of a cure?

You can see the potency of a cure by using "assess -v <cure>"

Any cure that says 'old' is inert and will not work.
Title: Re: Poison/Cure rate of decay
Post by: Halaster on January 31, 2023, 11:32:20 AM
Quote from: Lutagar on January 31, 2023, 11:00:40 AM
any chance it can be changed so people with the brew skill can analyse the potency of a cure?

Already a thing, but your brew skill needs to be above starting levels.  And as mansa said, you use assess  on it
Title: Re: Poison/Cure rate of decay
Post by: Pariah on January 31, 2023, 11:39:15 AM
Quote from: Halaster on January 31, 2023, 11:32:20 AM
Quote from: Lutagar on January 31, 2023, 11:00:40 AM
any chance it can be changed so people with the brew skill can analyse the potency of a cure?

Already a thing, but your brew skill needs to be above starting levels.  And as mansa said, you use assess  on it

Don't think it's worth creating a whole new thread, but why the colors of poison versus just spelling them out?

Assess goop will return you see a purple tinge of poison or something.

Help poison already tells us the name of all of them, it's not really a secret.

The color to my point of view just needlessly complicates it.  Why not just assess it and if you have poisoning see, "This is a weak version of bloodburn."

Or start with the color and then when you hit advanced/master just spell it out.