How about the strongest regen effect be the active one?
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How about the strongest regen effect be the active one?
So I died today.
I couldn't figure out why. Global chat couldn't figure out why, and it was only after posting in the reddit that someone was like "Oh, you see, you had this tiny regen worth 10 hp a turn, which overrode your 60 hp a turn regen that you manually cast"
what?
Why should this ever be a thing? I guess I vaguely understand why sources of regeneration do not stack - it's probably pretty easy to go nuts on regen and be unkillable. But you basically have a tree (Fungal) that means every single time I manually regen, I have to double check to make sure I'm not currently under another regen effect?
For a game that is mostly not about needing to micromanage things, that's incredibly micromanage-y and tedious.
Normally when you die in a rogue like, it makes sense. In this instance, it didn't. I wouldn't have even thought "Oh maybe that regen I expressly cast to heal myself was being overriden by some tiny regen I passively received" it just.... doesn't work.
Is there a case where you wouldn't want the strongest Regen being the active one if more than one Regen source is active? What is this special use case? How are newer players ever going to find out about this esoteric quirk in ToME's system outside of basically going through the process I just did?
I couldn't figure out why. Global chat couldn't figure out why, and it was only after posting in the reddit that someone was like "Oh, you see, you had this tiny regen worth 10 hp a turn, which overrode your 60 hp a turn regen that you manually cast"
what?
Why should this ever be a thing? I guess I vaguely understand why sources of regeneration do not stack - it's probably pretty easy to go nuts on regen and be unkillable. But you basically have a tree (Fungal) that means every single time I manually regen, I have to double check to make sure I'm not currently under another regen effect?
For a game that is mostly not about needing to micromanage things, that's incredibly micromanage-y and tedious.
Normally when you die in a rogue like, it makes sense. In this instance, it didn't. I wouldn't have even thought "Oh maybe that regen I expressly cast to heal myself was being overriden by some tiny regen I passively received" it just.... doesn't work.
Is there a case where you wouldn't want the strongest Regen being the active one if more than one Regen source is active? What is this special use case? How are newer players ever going to find out about this esoteric quirk in ToME's system outside of basically going through the process I just did?
Re: How about the strongest regen effect be the active one?
http://forums.te4.org/viewtopic.php?f=50&t=47052 seems to be an add-on designed to fix this.
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Re: How about the strongest regen effect be the active one?
Thanks for this, I feel that's a great add-on and will prevent me further headache - that being said, I also want to mirror what jenx said in that very threadPatashu wrote:http://forums.te4.org/viewtopic.php?f=50&t=47052 seems to be an add-on designed to fix this.
jenx wrote: Hope this makes it into the core game
Re: How about the strongest regen effect be the active one?
If it does, I hope Slow Tweak ( http://forums.te4.org/viewtopic.php?f=50&t=47107 ) makes it in too!
Re: How about the strongest regen effect be the active one?
I hope Mex's Start Rebalance makes it into the core game as well.
A little bit of a starters guide written by yours truly here.
Re: How about the strongest regen effect be the active one?
This almost definitely won't happenMicbran wrote:I hope Mex's Start Rebalance makes it into the core game as well.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: How about the strongest regen effect be the active one?
As the aim of 1.5 and above is to not make any good balance changes this is true.Sheila wrote:This almost definitely won't happenMicbran wrote:I hope Mex's Start Rebalance makes it into the core game as well.
<shesh> cursed is fine
Re: How about the strongest regen effect be the active one?
I don't think anyone can honestly say that the changes in 1.5 were bad for balance but you're trolling soMex wrote: As the aim of 1.5 and above is to not make any good balance changes this is true.

"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: How about the strongest regen effect be the active one?
He maybe means that some classes (e.g., Archer) are significantly stronger now. However, I think the changes were great overall.
And regarding the OP, I would definitely like to see some smart merging of regen effects. I think there are two ways to do it:
1. Make it merge like damage shields, where we evaluate the power and duration of the effects and decide which one to keep. The difficulty here is deciding whether a stronger regen with a shorter duration should overwrite a weaker regen with a longer duration.
2. Allow having multiple regen effects concurrently, but only apply the regen of the strongest effect at any time. When the strongest regen wears off, the strongest remaining effect would take over. This is likely more complicated to implement, but avoids the suboptimal outcomes of trying to overwrite one effect with another. Example: You have 3 regen effects on you: 100 hp/sec for 3 seconds, 50 hp/sec for 5 seconds, and 20 hp/sec for 15 seconds. You would regen 100 hp/sec for the first 3 seconds, 50 hp/sec for the next 2 seconds, then 20 hp/sec for the next 10 seconds.
And regarding the OP, I would definitely like to see some smart merging of regen effects. I think there are two ways to do it:
1. Make it merge like damage shields, where we evaluate the power and duration of the effects and decide which one to keep. The difficulty here is deciding whether a stronger regen with a shorter duration should overwrite a weaker regen with a longer duration.
2. Allow having multiple regen effects concurrently, but only apply the regen of the strongest effect at any time. When the strongest regen wears off, the strongest remaining effect would take over. This is likely more complicated to implement, but avoids the suboptimal outcomes of trying to overwrite one effect with another. Example: You have 3 regen effects on you: 100 hp/sec for 3 seconds, 50 hp/sec for 5 seconds, and 20 hp/sec for 15 seconds. You would regen 100 hp/sec for the first 3 seconds, 50 hp/sec for the next 2 seconds, then 20 hp/sec for the next 10 seconds.
Re: How about the strongest regen effect be the active one?
I like the last one
Re: How about the strongest regen effect be the active one?
Agree, the last one looks cool but it sounds too complex mechanically to apply to the game. It improves the overall feeling of regens and fix many issues in a simple yet effective way.
posetcay, the guy who only plays Doombringer