Equilibrium Infusion regen / Problems with Equilibrium

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edge2054
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#16 Post by edge2054 »

coffee wrote:
edge2054 wrote:I was the one that suggested Meditate not be possible with creatures in sight as a safety precaution back when it stunned. (Accidentally meditating at the wrong time was a death sentence.)

Now that it dazes instead I think it should probably go back to how it was before and the meditating with creatures in sight bit should just be dropped completely.
I understand your request. However an interruption of meditation happen when enemy aproach in sight could be a better fix when was implemented. Kind of "During Meditation you sense that hostile creatures approach. You stop meditating".

As discussed in chat if was possible to Meditate when in friendly forces presence could solve escort Melinda mission for example. For other escortees they would have to "help" or be "blocked" in their way. However a non-stop action event still would lack a proper fix.

Another option could be a kind of explicit wanted Meditation with a kind of dialog "there is too much going on. do you have sure that you want meditate?" and then mandatory Meditation.
Yeah, that would have worked too but Meditation back then worked a lot differently.

Basically you'd hit the button, get your EQ back, and then be stunned for 10+ turns. So there was no meditation time really to interrupt.

Shoob suggested the new Meditate and the not meditating with creatures in sight thing is a hold over of the old meditate that I (and I know I'm repeating myself) really think isn't needed anymore.

In fact, having meditate daze and give back X equilibrium a turn (which I believe is how it's supposed to work now) is kinda redundant if you can't meditate with creatures in sight. In other words, there's not much point to it being a daze or being over X amount of turns if no one can run up and smack you to interrupt it ;)

All that aside I like the idea of buffing the jelly/swallow or having a summon give equilibrium somehow, as I mentioned in IRC I think a dryad would be an interesting summon for the summoner.

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#17 Post by coffee »

edge2054 wrote: Basically you'd hit the button, get your EQ back, and then be stunned for 10+ turns. So there was no meditation time really to interrupt.
You absolutelly right, I used an old version just to remember how it was. But know what? I usually I didn't care about the stun. I always did left an (ex-)imp or more stuff to protect me and fight while I was meditating. Ya and you right, with no enemy present now, be stunned or not, really don't matter anymore. :)
edge2054 wrote:dryad would be an interesting summon for the summoner.
About that and the druid stuff I will also "meditate" and post tomorrow (i mean today). ;)

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#18 Post by Grey »

Using meditate might become a bit easier when LOS is reduced to 10 squares.

Jellies having swallow that restores equilibrium to the summoner would be great I think. Would add a more tactical element to how you arrange your summons.

The idea of a whole new talent tree to fix one little problem seems like overkill. To be honest this has happened too much in the past (look at the Packing tree) and I think it should be avoided.
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#19 Post by coffee »

Grey wrote:Using meditate might become a bit easier when LOS is reduced to 10 squares.
Oh I forgot that. That also means it would make meditate more "dangerous" to do and make more prone to be interrupted.
Grey wrote:Jellies having swallow that restores equilibrium to the summoner would be great I think. Would add a more tactical element to how you arrange your summons.
This is for old regen jellie idea and not Swallow Jellie. A regen pet could be a solution, but erm I realized this only now. Jellies are fixed, so it would require that we would stick a bit around or be close to regen? So would be another "dont move" way of get EQ. Probably this could still make it a bit problematic in non-action stop situations like mount doom. But could help in fight situations yes. However if summon max creatures of summoner/wyrmic is for example only 2 then only one creature could fight and jellie could don't resist much unless well placed away (wich returns to the question if jellie must be close the summoner to regen).

However if your intentions is kind of really make it permanent then no objections at all (but count as summon creature or not however worries me).

About the Swallow Jellie. How you think this could work? It would need it to be close to swallen enemy?
Last edited by coffee on Sat Jan 08, 2011 1:29 pm, edited 2 times in total.

edge2054
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#20 Post by edge2054 »

The more I think about the give jellies swallow ability the more I like it.

Though I suggest jellies get their own unique swallow ability so it can be named Consume. Rather or not the ability works differently aside from the new name doesn't really matter but Consume sounds better for a ball of living acid.

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#21 Post by Grey »

Or "Dissolve" or "Disintegrate" or "Absorb" or "Assimilate".
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#22 Post by coffee »

About a pet thing I would prefer more replace jellies with a weak easily killed pet but it's important to be mobile. Permanent or not, things can work well for both options (only question of alter regen rate). The important is that pet must walk so to not have a new stopped "meditate" skill. However of course values would be perhaps about between a quarter/one third max of EQ Meditate values or if permanent with some tests we would got a a balanced regen value. Sacrifice EQ regen for pet mobility is a fair trade so we can do Escort or non-stop action zones without problematic EQ failures.

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#23 Post by Grey »

The jelly itself already has an important use as a corridor blocker, so I wouldn't like to see it replaced by a mobile critter.
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#24 Post by darkgod »

Yeah that's the original purpose of the the jelly.
It could be buffed a bit though
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#25 Post by coffee »

Grey wrote:The jelly itself already has an important use as a corridor blocker, so I wouldn't like to see it replaced by a mobile critter.
Ok then, I personally don't use them anymore because prefer to use my points max killing pets (hydras, imps, drake, minos, golem). I started to think as sometimes easily killed to spent EQ, time or even waste a creature when the number the creatures are limited. At least using golems or minos and even hydras can do a decent job kind of "blocking" but also killing things. However jellies can block for some time escorts but I think they have no utility when we can send hordes of imps and hydras clear road ahead.

And about abolish Spiders? They don't seem very used.I don't sugest Turtles because lot of people really seem to use it. And with Warpers probably some people like to use them to reduce boss combat values.

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#26 Post by Final Master »

Grey wrote:The jelly itself already has an important use as a corridor blocker, so I wouldn't like to see it replaced by a mobile critter.
Except that turtles are better than jellys in every way possible.
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itastelikelove
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#27 Post by itastelikelove »

I agree that making Meditate work with creatures in LOS is probably the best solution, but here's an idea if people really want runes/infusions to restore EQ and other resources without cluttering up inventories too much.

(I only skimmed some of the longer posts. Please forgive if someone said something like this already.)

Change the Manasurge rune. It now works the same as it used to for mana, but also affects all other magical resources. For Pos/Neg, it could add a small amount, then keep decreasing over time for the same number of turns that Mana users get the improved regen (or maybe just increase instead of decrease over time). Vim could stop decreasing, like Pos/Neg, and increase the rate at which you gain it.

Then add a new infusion. it works for Stamina about the same as Manasurge works for Mana, though to a lesser degree, obviously. For Hate, it works like Manasurge works for Vim - no decrease over time, improved rate of increase when you're killing things. Not sure what would be best for EQ...maybe a restore-per-step function - that keeps it hard to restore mid-combat, but still makes it possible. Or maybe a restore-when-damaged function, like the 'of the wilds' gear, only more effective. Or maybe it decreases your current EQ by a percent, rather than a set amount. That way, you can approach 0, but never actually reach it, and it gets less and less effective the lower your EQ gets.

And now every class is happy!

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#28 Post by Sirrocco »

coffee wrote:
Sirrocco wrote:Just a note, coffee - by your word choice I'm going to assume that you're not a native English speaker (and thus that this is unintentional) but you come across somewhat arrogantly.
Really didn't understood that very late note Sirroco about my arrogance and from where you take that conclusion but ok, it's acceptable. You and anyone else could always have that feeling of that if any of my opinions don't fit with yours. And yes, english not my native language but also reading again I didn't felt that somewhat was offensive or arrogant as also I didn't felt that your opinion was vinculative for me accept it as definitive answer or close to ideal solutions.
...and there it is again. It is not that you disagree - plenty of people disagree with me, and that's cool, because sometimes they are right. It is your attitude while disagreeing. You basically just said "You think I am arrogant? Clearly it's just because you disagree with me." That's neither the first nor the last time you've done something like that. Similarly, edge suggested an answer, and you respond with "I understand your request..." as if it were coming to you as a request, and you were the only person whose judgment really mattered - rather than being posted to everyone as an idea. Coffee, you are not that special. You are one poster of many, and you haven't even been here all that long.

Your note on jellies as requiring one of a limited number of summon slots is a useful point. It might be worth leaving them outside of the normal summoning limits. Instead, you'd get one jelly at a time, and summoning a new one would unsummon the old one. This would give another good reason to use them rather than, say, turtles. Jellies don't require much attention, after all.

Also, I noted that Meditation was not adequate to the task because when it comes to Mount Doom, it's not. The way meditate works, you have to clear out a well-defended area and then sit in it for a number of turns - that really stings when you're on a time crunch.

For what it's worth, I'm in complete agreement that a swallowing jelly is a better answer than adding a tree to fix one problem. I was under the impression that adding another tree or two would be a good thing, but it appears that that's not the consensus.

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Re: Equilibrium Infusion regen / Problems with Equilibrium

#29 Post by Grey »

Sirrocco wrote: Coffee, you are not that special. You are one poster of many, and you haven't even been here all that long.
I don't think this sort of attitude is particularly nice either.
For what it's worth, I'm in complete agreement that a swallowing jelly is a better answer than adding a tree to fix one problem. I was under the impression that adding another tree or two would be a good thing, but it appears that that's not the consensus.
Actually DarkGod mentioned on IRC that he liked your talent tree idea, so we'll have to see what comes of it.
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Re: Equilibrium Infusion regen / Problems with Equilibrium

#30 Post by Zonk »

Here's my two cents, a very simple and probably cheap idea that doesn't require very significant changes: make Equilibrium regenerate naturally just like mana or stamina...*except* it won't regenerate when there are enemies in LOS. And maybe if you have any negative status effect also(which also prevents regenerating while blind and surrounded by enemies :) )

So basically, you can't use strategies like slowly retreating from the enemy waiting for equilibrium to come back, like you could with stamina or amana.
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