-
Notifications
You must be signed in to change notification settings - Fork 3
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
incorrectly balanced BlackLace and NeuroBlockers #120
Comments
@Phoenica would you feel like giving a hand on this one ? |
Had some thoughts about it :D, gonna have time tommorow to write a bit |
Oki, so looking at the numbers: 24hour cycle in game lasts 3 hours real time. So if player tries to sleep realisticly ( which might happen especialy when playing Wannabe / survival mod) this means sleep roughly every 2 hours of game time. Sleep gives -2 for addiction for most drugs (-1 for blacklace / alcohol) Lets look how many times certain drugs might be used:
Since the drug potency is 1 for most, and 2 for black lace, it does seem to, that most addictions are very hard to develop ( might be even countered by the sleep) So it does seem like increasing potency would be a good idea, ( the more it supposed to be addictive in lore, and how much player is realisticly going to use it in game). I was thinking that player could be rewarded/punished, if he keeps doing something every day. So for example, first whif of black lace in a day, could increase addiction to it for player by like 8. But each subsequent use of it in 24h window( in game) would only increase it by 2. Also stopping using drug could work like this. If you dont use black lace for 1 day, sleeping will lower addiction by 1, 2 days - lower addiction by 2 on sleep. On third day, lower addiction by 3 on sleep, and so on. Was thinking, each item, could have ita own addiction number, for first/ subsequent use, to better tailor it for gameplay. Even for healers ( i assume they share addictions? If I understand code correctly?), combat heal might increase addiction by 2or 1, but the health buff that lasts 30 minutes, could increase it by for example 5. |
I also yhink increasing aviability of black lace, might be nice touch in your mod. |
Correct.
Yes, for this consumable I think it's already well-balanced, at least that's the feeling I had when playing myself for hours with it.
Very good analysis.
Agreed.
Yes, maybe it would be worth refactoring it on a per-consumable basis. But there's other ways to "artificially" make addiction increases faster. For example, another idea that came to my mind yesterday evening was:
This would create an interesting gameplay loop where, e.g. if player never use both Maybe a little bit of both?
I had a similar idea in mind, where addiction's increase would be influenced by over-consumption (consuming too many a day) and habit (consuming it daily / on a regular basis). It would imply modifying a lot of Addicted's internals though, so such a change should be implemented carefully to avoid potential regressions.
Well spotted, they totally share addiction.
Yes that's a good idea too.
Not only to vendors, I'd actually like to:
Finally I would suggest we agree on a couple of fixes and tackle them together on separate PR. |
Oooo that's interesting idea. I guess would be good idea to cap the addiction that player can get in one day from it though? So they don't get immediately addicted. I was thinking, maybe there is a function in wanna be edgerunner, that we could hook into, whenever something that would cause humanity to drop while player is under affect of neuroblocker, it would than it could add into the addcition instead with the factor like 1/10. (so if sandevistan in edgerunning is causing 10 humanity lose, than using it with neuroblocker, would add +1 to the addiction).
Sounds good :D |
Sounds good, let me know how you want to tackle it :D |
Make mini PR like the one I just started for loots #122 :) |
Sounds complicated and heavily relying on By the way there's already some cross-compatible gameplay in |
This commit ecf2297 is also related, and should address deadlock on |
As reported by Roadblock101 on Nexus, there's not enough
BlackLace
andNeuroBlockers
for people to really experience their addiction mechanism.To Reproduce
Expected behavior
The
BlackLace
andNeuroBlockers
should (either or all):Potency
(see Addicted internals mechanism)Threshold
(see Addicted internals mechanism)or any other tricks that would make V addicted faster, while still maintaining reasonable gameplay balance.
The text was updated successfully, but these errors were encountered: