Author Topic: Legalized items/exp farming  (Read 56963 times)

Gr3yling

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Re: Legalized items/exp farming
« Reply #45 on: October 31, 2013, 03:52:20 PM »
  I'm not sure why the DDA development team feels that player characters ought to be just as susceptible to cold weather as real people when they are clearly superhuman in so many other ways.

Based on the wiki for DDA, it looks like the PC has to eat and drink to survive.  A person could survive a lot longer without food and water in mild weather than they could with food and water but unprotected from extremely cold weather.  So why does cold weather susceptibility seem inconsistent to you? 

As far as duct taping cars and nuclear hand grenades go, I'd have to know more about the context.  Can you please explain that part, Kevin?

The second one.  Though not necessarily shortened, just improved in some way until it's fun (or deep or challenging or whatever). 

Vanguard, you are being pretty vague here.  What would you do instead to improve them?  I have a feeling you are  saying the elements he is mentioning shouldn't be there at all in a roundabout sort of way.

Nothing should ever be added to a mechanics-focused that makes it worse as a mechanics-focused game, even if it's an improvement in other ways.  Making the queen weaker than a knight results in Chess becoming a more realistic but overall much worse game.

I don't buy the idea that games can't be hybrids.  I don't think that realistic elements and "gamist" elements are mutually exclusive.  ADOM has both, for instance, and it does very well.   

Maybe you could give us examples of roguelikes that you feel do a good job of following your guidelines?  I mean, we know what you don't like, but we don't know what you do like.

If you believe that your new rules for winter survival will make DDA deeper or more fun, then I have misunderstood you.

Vanguard, it will make the game more fun to people who enjoy realism.  We both know that.  I know you wouldn't like these changes, but I don't see any reason the rest of the audience for DDA wouldn't. 

And that's what's ironic.  I could see all these ideas being well accepted by people who play the game, but if Kevin listened to you, he wouldn't add them because they are somehow thematically inappropriate.  Isn't the bottom line that fun is more important than "purity" of gamist or realistic elements? 

Kevin Granade

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Re: Legalized items/exp farming
« Reply #46 on: October 31, 2013, 06:48:59 PM »
Believability is a worthwhile goal in any kind of fiction.  I really hate fantasy armor with those gigantic shoulder pads and chainmail bikinis and all that.  It doesn't add anything to the mechanical part of the game, and it makes the other parts impossible to take seriously.  Just because there are space ships and wizards doesn't mean people should stop behaving like human beings.
I totally agree with what you're saying, it's just that to me, "kill a monster, gain a 'level'" is just as grating as "huge shoulder pads".  Armor should act like armor actually works, gaining skill should work like gaining skill actually works.  The question is how to accomplish that and keep it fun.
Cataclysm is not any good as a piece of interactive fiction or a remotely lifelike simulation.
This seems to be the crux of it.  I don't consider DDA to be "mechanics based" at all.  While it's status as a "lifelike" simulation is debatable (mostly because I'm not totally clear on what you mean, I'd certainly not call it "realistic" in general, but the definition of "lifelike" in my head matches up roughly), it is certainly an apocalypse simulator, if I had to come up with a two-word description of the game, that would be it.
Cataclysm is a game where you can duct tape three cars together to make an invincible supercar and macgyver up some nuclear hand grenades out of stuff you find lying around.  I'm not saying that as criticism.  Those are good features.  Cataclysm is a better game for having them but they are not realistic in the least.  I'm not sure why the DDA development team feels that player characters ought to be just as susceptible to cold weather as real people when they are clearly superhuman in so many other ways.
I'm very confused by this comment.  There are specific avenues in the game to become literally superhuman, in fact you can render yourself nearly invulnerable to cold, but the baseline is very much human normal.  Also the jump from "the vehicle construction system is unrealistic" to "the player shouldn't be susceptible to cold" is frankly bewildering.  You seem to be implying that realism in a game is all-or-nothing, which is absurd.
Also I'd like a direct answer to the question of how to handle scenarios that are intrinsically time-intensive, is your answer really "just don't do that", or "make them shorter until they're fun"?

The second one.  Though not necessarily shortened, just improved in some way until it's fun (or deep or challenging or whatever).  Nothing should ever be added to a mechanics-focused that makes it worse as a mechanics-focused game, even if it's an improvement in other ways.  Making the queen weaker than a knight results in Chess becoming a more realistic but overall much worse game.
Ok, given this I'm not sure there's a middle ground we can reach.  My goal is to *depict* a scenario that spans a long duration of time without forcing the player to step through it, and your counter proposal is to change the scenario to not take a long time.  Furthermore your position is that since you've categorized the game as "mechanics based", depicting those scenarios is "misguided".

How does your position apply to waiting and sleeping?  I can mechanically see ways to eliminate them from most games, rather than running the game forward at an accelerated pace, but I can see it being desirable to go either way based on the game.
For example if the primary reason to wait or sleep is to trade hunger for MP or similar, give the player an ability to trade hunger for MP outside of combat.
If the only drawback of waiting is the chance of being interrupted by a monster, give the player an ability that recharges MP but has a chance of spawning monsters.
If there's no drawback to waiting, just have player MP reset once they're out of combat.
If your only consideration is mechanics, yes you should probably replace wait/sleep with one of these, but you're now thematically stating that the player is an inhuman automaton that needs neither rest nor sleep.  This may or may not be what you want.
If you believe that your new rules for winter survival will make DDA deeper or more fun, then I have misunderstood you.
I'm giving the players options.  Surviving Winter should be a challenge, and there are multiple ways to do that.
One is to acquire cold-weather gear sufficient to ward off the cold and play straight through Winter as normal, hunting and exploring etc...
One is to get a vehicle and head South to avoid the harsh weather. (far future feature).
One is to accumulate enough supplies that you don't have to hunt or explore to survive, and wait it out, possibly taking advantage of the time to work on skills, do crafting, etc.
Lots more I haven't thought of, but the players will.
My job is to implement features that let the player decide on a strategy and follow it with maximal fun and minimal tedium.
The reason why I said your change was being made with little regard for gameplay was because of your own words.  You said that the game called for repetition due to thematic reasons and even described it as "tedium."  I wouldn't expect you to couch the idea in those terms if your goal was a more mechanically solid game.  It sounds like you're planning to add tedious and unfun parts to the game for realism's sake, and them letting the player skip those parts through automation.

Maybe you communicated poorly or maybe I misread, but it sounds like you want to want to add a bunch in a bunch of bloat knowing that it won't be fun.
Hmm, yes this in particular does look like a misunderstanding.
I've liked the concept of a "pure practice" system for a while, but until recently haven't come up with a set of mechanics that would make it fun.  A naive approach where every action would have to play out manually would indeed be tedious in the extreme.
I didn't propose a naive approach though, I'm proposing a system where the time expenditure of the character is *managed* by the player in order to achieve the goal of increasing skills.  For some reason you insist on focusing on the fact that virtual time is passing, like that in any way detracts from fun of the player. 
If there's something un-fun in the game, and the game provides a better way to do it that's strictly better such that there's no reason for the player to do it the un-fun way, does it matter?

  I'm not sure why the DDA development team feels that player characters ought to be just as susceptible to cold weather as real people when they are clearly superhuman in so many other ways.

Based on the wiki for DDA, it looks like the PC has to eat and drink to survive.  A person could survive a lot longer without food and water in mild weather than they could with food and water but unprotected from extremely cold weather.  So why does cold weather susceptibility seem inconsistent to you? 

As far as duct taping cars and nuclear hand grenades go, I'd have to know more about the context.  Can you please explain that part, Kevin?
There is a moderately elaborate procedural vehicle construction system that allows you to chop apart vehicles and reassemble them in more or less arbitrary configurations.  The skill level, time and resource requirements to do so is ludicrously small, you can literally go from knowing nothing about the pertinent skills to building a basic car from scattered components in about a week.  This is a conscious choice, since with the current framework provided by the game making it "realistic" would place vehicle building, and arguably some of its best content prohibitively far into the game.

I'm not so sure about the general crafting system, the time frames and resource requirements for that are for the most part reality-based, if not strictly realistic.  The most unrealistic part of it is how quickly you can gain the skill necessary to do the crafting, but that's exactly what I'm addressing with my practice based skill advancement proposal.

Gr3yling

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Re: Legalized items/exp farming
« Reply #47 on: November 02, 2013, 02:18:16 AM »
Incidentally, Kevin, I really like DDA.  I just started playing it tonight.  The level of detail is really satisfying, and it makes me happy to know that there is an audience for games that are this in depth, because that is the kind of game I would like to make. 

Thanks for making it.

Vanguard

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Re: Legalized items/exp farming
« Reply #48 on: November 03, 2013, 02:11:04 AM »
Vanguard, you are being pretty vague here.  What would you do instead to improve them?  I have a feeling you are  saying the elements he is mentioning shouldn't be there at all in a roundabout sort of way.

I actually think the premise is fine.  The idea of things becoming more dangerous over time is a good one, and winter is as good a justification as any.  If it were up to me, I'd make winter dangerous in ways that maximize risk/reward-based play rather than ways that support an arbitrary idea of realism.

Let's say that the main danger of winter was food and water scarcity rather than cold weather, but both can be easily found in fungaloid nests or something like that.  Then winter time would be about pushing the player out of their comfort zone and into more challenging situations.  The early game would be a race to get ready for winter, winter would be a big testing point, and after winter the player would be able to use the abilities and equipment they've gained to make progress towards whatever their final goal is, if one exists.  Nothing about that hurts the believability of the game's scenario, but it leads to a greater emphasis on time and resource management than pushing the "simulate" button and letting the game run itself for a while.

The key is to think of situations that are mechanically interesting and then write story and setting to fit that rather than the other way around.

Maybe you could give us examples of roguelikes that you feel do a good job of following your guidelines?  I mean, we know what you don't like, but we don't know what you do like.

Mage Guild is a good example of what I like.  Most of your character's growth comes from finding orbs hidden in the dungeon.  There's one orb on each floor.  The game doesn't assign experience points for kills or quests or exploration or anything like that so there's never any benefit from grinding.  It's a good system and the author even bothered to work it into the narrative.  It's clear that he put top priority on the game's rules and then came up with a narrative that fits them.  It's much easier to do it that way than to make good mechanics that fit your narrative.

Another cool thing is how Mage Guild handles item drops.  Enemies have a chance to drop useful items when killed, but that only applies to monsters that were spawned when you first entered their floor.  Nothing that spawns after that point will drop anything.  So while you do have an incentive to explore the level and kill enemies, there's no reason to sit around and farm.  There's no "realistic" explanation for why monsters that show up later wouldn't have potions, but the game is much better because of that decision.

Brogue carefully controls how many health and strength potions the player can obtain.  Again, there's no "realistic" explanation for why those potions are consistently found at the same intervals, but it makes for a better game.

PrincessRL has a character advancement system where the player character spends long periods of time training, but the focus is on being mechanically interesting rather than realistic.  The story was written to adhere to the game's rules, and the end result is both mechanically robust and reasonably believable.

Vanguard

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Re: Legalized items/exp farming
« Reply #49 on: November 03, 2013, 02:54:08 AM »
I totally agree with what you're saying, it's just that to me, "kill a monster, gain a 'level'" is just as grating as "huge shoulder pads".

Killing monsters to gain levels could potentially be good for the game's mechanics.  World of Warcraft shoulderpads are bad for believability, do nothing to improve the game's mechanical side, and look stupid.  The first one is a trade-off.  The second is bad taste.

How does your position apply to waiting and sleeping?  I can mechanically see ways to eliminate them from most games, rather than running the game forward at an accelerated pace, but I can see it being desirable to go either way based on the game.
For example if the primary reason to wait or sleep is to trade hunger for MP or similar, give the player an ability to trade hunger for MP outside of combat.
If the only drawback of waiting is the chance of being interrupted by a monster, give the player an ability that recharges MP but has a chance of spawning monsters.
If there's no drawback to waiting, just have player MP reset once they're out of combat.
If your only consideration is mechanics, yes you should probably replace wait/sleep with one of these, but you're now thematically stating that the player is an inhuman automaton that needs neither rest nor sleep.  This may or may not be what you want.

Any of these solutions are fine.  There's nothing wrong with thematically explaining your ability to trade hunger for MP (or whatever) as sleep.  If the passage of time isn't an important factor, go ahead and set the game's clock ahead by eight hours.

I don't buy that the lack of a sleeping mechanic makes your character an inhuman machine.  Games don't make you shower and brush your teeth every day.  That doesn't mean every game protagonist smells bad, it means that we assume those things are taken care of off screen because they don't really matter.

If there's something un-fun in the game, and the game provides a better way to do it that's strictly better such that there's no reason for the player to do it the un-fun way, does it matter?

That's a good question.  You could make good argument either way.  The most important thing is to communicate to the player that the bad method is not the best or the only option.

fwiw I'd probably choose to remove the un-fun thing from the game.

There is a moderately elaborate procedural vehicle construction system that allows you to chop apart vehicles and reassemble them in more or less arbitrary configurations.  The skill level, time and resource requirements to do so is ludicrously small, you can literally go from knowing nothing about the pertinent skills to building a basic car from scattered components in about a week.  This is a conscious choice, since with the current framework provided by the game making it "realistic" would place vehicle building, and arguably some of its best content prohibitively far into the game.

See, this suggests to me that you really do understand that it's ok to stretch reality if it leads to a better game.  Why are unrealistically short learning times okay if unrealistically short winters are not?  It's easy to come up with justifications for why the winter is short or mild.  Maybe the apocalypse changed Earth's climate.  Maybe the game takes place in an area with mild weather.  Maybe light exposure to the game's mutagens has made humanity resistant to extreme temperatures.  It's so easy to explain these things away. There are a hundred options you could choose from.  That's why it's best to worry about your game's mechanical foundation first and things like realism and story second.

Kevin Granade

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Re: Legalized items/exp farming
« Reply #50 on: November 06, 2013, 06:52:16 PM »
Incidentally, Kevin, I really like DDA.  I just started playing it tonight.  The level of detail is really satisfying, and it makes me happy to know that there is an audience for games that are this in depth, because that is the kind of game I would like to make. 

Thanks for making it.
Credit where due, Whales' Cataclysm before we forked it was an incredible starting point, and within the context of DDA, I'm the lead, but my contributions are dwarfed by the contributions of the rest of the team.  Speaking of, if it's the kind of game you want to write, feel free to join in: https://github.com/CleverRaven/Cataclysm-DDA
I actually think the premise is fine.  The idea of things becoming more dangerous over time is a good one, and winter is as good a justification as any.  If it were up to me, I'd make winter dangerous in ways that maximize risk/reward-based play rather than ways that support an arbitrary idea of realism.
The cognitive dissonance of "arbitrary idea of realism" is overpowering.  I want things to work the way they work in reality, and you somehow see that as "arbitrary".
Let's say that the main danger of winter was food and water scarcity rather than cold weather, but both can be easily found in fungaloid nests or something like that.  Then winter time would be about pushing the player out of their comfort zone and into more challenging situations.  The early game would be a race to get ready for winter, winter would be a big testing point, and after winter the player would be able to use the abilities and equipment they've gained to make progress towards whatever their final goal is, if one exists.  Nothing about that hurts the believability of the game's scenario, but it leads to a greater emphasis on time and resource management than pushing the "simulate" button and letting the game run itself for a while.
So you want to artificially REMOVE the option to hole up during Winter.  I think this is a fundamental disagreement, you want to give the player a specific designed and constrained experience, I want to give the player a world to play in.
I totally agree with what you're saying, it's just that to me, "kill a monster, gain a 'level'" is just as grating as "huge shoulder pads".
Killing monsters to gain levels could potentially be good for the game's mechanics.  World of Warcraft shoulderpads are bad for believability, do nothing to improve the game's mechanical side, and look stupid.  The first one is a trade-off.  The second is bad taste.
"no true Scottsman" You have an immersion-breaking issue, but according to some arbitrary criteria, my immersion-breaking issue isn't valid.
There is a moderately elaborate procedural vehicle construction system that allows you to chop apart vehicles and reassemble them in more or less arbitrary configurations.  The skill level, time and resource requirements to do so is ludicrously small, you can literally go from knowing nothing about the pertinent skills to building a basic car from scattered components in about a week.  This is a conscious choice, since with the current framework provided by the game making it "realistic" would place vehicle building, and arguably some of its best content prohibitively far into the game.

See, this suggests to me that you really do understand that it's ok to stretch reality if it leads to a better game.  Why are unrealistically short learning times okay if unrealistically short winters are not?  It's easy to come up with justifications for why the winter is short or mild.  Maybe the apocalypse changed Earth's climate.  Maybe the game takes place in an area with mild weather.  Maybe light exposure to the game's mutagens has made humanity resistant to extreme temperatures.  It's so easy to explain these things away. There are a hundred options you could choose from.  That's why it's best to worry about your game's mechanical foundation first and things like realism and story second.
I've said all along that compromises are possible, but at every turn your response is that no compromise is possible, and that minimalistic mechanical design must always trump thematic issues.
We're getting nowhere with this.  I simply don't agree that all game design decisions must flow from mechanical considerations, it's an absurd stance to take.  If you want to make pac-man, make pac-man, I'll be over here making a zombie apocalypse simulator.

Vanguard

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Re: Legalized items/exp farming
« Reply #51 on: November 07, 2013, 08:39:17 AM »
The cognitive dissonance of "arbitrary idea of realism" is overpowering.  I want things to work the way they work in reality, and you somehow see that as "arbitrary".

It's arbitrary because you're holding realism as the highest virtue in some situations and completely ignoring it in others.  There's no rhyme or reason to when you decide it matters.

"no true Scottsman" You have an immersion-breaking issue, but according to some arbitrary criteria, my immersion-breaking issue isn't valid.

Did you read my post?  Do you know what "no true Scotsman" means?

One situation is trading away realism for a mechanical benefit.  The other is trading away realism (and good taste) for no benefit.  They are not equivalent.

Kevin Granade

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Re: Legalized items/exp farming
« Reply #52 on: November 07, 2013, 05:10:19 PM »
"no true Scottsman" You have an immersion-breaking issue, but according to some arbitrary criteria, my immersion-breaking issue isn't valid.

Did you read my post?  Do you know what "no true Scotsman" means?

One situation is trading away realism for a mechanical benefit.  The other is trading away realism (and good taste) for no benefit.  They are not equivalent.
I know exactly what "no true Scottsman" is, and it's what you're doing, which is saying that "Realism is important when it meets my criteria and doesn't interfere with what I care about, but it's unimportant when it doesn't meet my criteria and/or interferes with something I care about".

Gr3yling

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Re: Legalized items/exp farming
« Reply #53 on: November 07, 2013, 06:53:08 PM »
 Kevin, I had some specific questions for you about DDA.  For one thing, I am having a hard time understanding the way the pain mechanic affects the PC's ability to heal.

First, it does make sense to me that the PC is not able to function as well athletically when they are injured.  It even makes sense to me that they would not be able to sleep if they were badly hurt.  What I don't understand is why there is (as far as I can tell) no way to rest and recover HP without sleeping. It seems like this leads to a sort of positive feedback cycle where the worse the player is injured, and therefore the more pain they are in, the harder it is for them to start recovering from that injury by sleeping.

From a realism standpoint, I realize you wouldn't be able to completely heal a deep bite wound from just sitting down and “resting” for a few hours.  However, I’m not sure it is realistic for any significant amount of healing to occur after a good night’s sleep, either.  So I don't understand why you would have to be asleep to get *any* benefit.  Shouldn’t the PC gradually recover HP at some low rate if they are stationary but not asleep?

I’m also curious about the way the inventory system is implemented.  It’s interesting that the PC can wear layers of equipment on a given body part, but I do find it somewhat confusing that there aren’t inventory slots for particular parts.  What I’m saying is, why not have a system where you have the equipped items are listed by the part they are equipped on.  It just seems like this might be a clearer way of describing what the PC was wearing. 

Also, why not have a shorthand system for showing the to-hit, protection, warmth modifiers, etc. for each piece of equipment on the main inventory screen itself (like ADOM) without having to select individual items and view detailed information about them?

EDIT:  And, more on topic, both of you guys are making really persuasive arguments about what criteria should be used to determine what features are incorporated into a game.  Honestly, I’m not sure most games aren’t better off using a combination of your ideas. 

For instance, I think my personal favorite roguelike (ADOM) falls somewhere in between your two philosophies.  I consider it to be pretty realistic overall, but it still has a conventional experience system and leveling up.  And even though leveling up isn’t very realistic (well, it kind of is, that would be an interesting debate), it is a lot of fun.  So I don't feel like it is bad that ADOM kept that kind of mechanic.

I actually have a lot more to say about this, but I’ll have to think about it for a while longer to decide how I want to put it.
« Last Edit: November 07, 2013, 07:11:45 PM by Gr3yling »

akeley

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Re: Legalized items/exp farming
« Reply #54 on: November 07, 2013, 07:46:01 PM »
It seems like this leads to a sort of positive feedback cycle where the worse the player is injured, and therefore the more pain they are in, the harder it is for them to start recovering from that injury by sleeping.

From a realism standpoint, I realize you wouldn't be able to completely heal a deep bite wound from just sitting down and “resting” for a few hours.  However, I’m not sure it is realistic for any significant amount of healing to occur after a good night’s sleep, either.  So I don't understand why you would have to be asleep to get *any* benefit.  Shouldn’t the PC gradually recover HP at some low rate if they are stationary but not asleep?

I can vouch from personal experience that it actually does make sense. The benefits of the so called "good night`s sleep" compared to a bad one, or no sleep at all, are incomparable, and it`s not just old wives tale. Proper sleeping involves the "deep sleep" phase which is crucial to recovery. I`m no medic but it has to do with increased growth hormone production (plus other processes like increased toxin cleansing and obviously no stress from thinking about stuff). Being stationary is seemingly the same, and yet your body knows better and will withhold those magical reactions unless you`re asleep.

I`m locked in this kinda cycle at the moment  - have a shoulder injury which is getting more painful at night, that in turn stops  me from sleeping properly, recover a little bit during the few hours of shallow, rubbish sleep, next day at work strain it again and so it goes. Not fun.

I only messed around with DDA couple of times so can`t really comment on this mechanic`s implementation, but it sounds okay to me. Perhaps some, very slow, recovery should be allowed while just "resting" - but on the other hand I like the brutality of this idea, it says "do not get injured". I`ll be eventually okay - there`s no zombie apocalypse going on and I can just take a week off if it gets really bad -  but any serious injury in extreme conditions usually equals death.

Kevin Granade

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Re: Legalized items/exp farming
« Reply #55 on: November 07, 2013, 08:17:32 PM »
Kevin, I had some specific questions for you about DDA.  For one thing, I am having a hard time understanding the way the pain mechanic affects the PC's ability to heal.
I'd normally say I should take the discussion elsewhere, but I think the thread is fairly well played out, feel free to chime in if you want us to take the DDA discussion elsewhere.
First, it does make sense to me that the PC is not able to function as well athletically when they are injured.  It even makes sense to me that they would not be able to sleep if they were badly hurt.  What I don't understand is why there is (as far as I can tell) no way to rest and recover HP without sleeping. It seems like this leads to a sort of positive feedback cycle where the worse the player is injured, and therefore the more pain they are in, the harder it is for them to start recovering from that injury by sleeping.
I don't have a current copy of the code at hand, but from what I recall, pain doesn't factor into ability to sleep.  It's likely that you're just not tired.  Fatigue acts as both a requirement and a resource, because when you get tired it *allows* you to sleep, which has beneficial side effects.  The player definitely should be recovering from injuries all the time, and sleep would just accelerate it somewhat.  See below for more detail
From a realism standpoint, I realize you wouldn't be able to completely heal a deep bite wound from just sitting down and “resting” for a few hours.  However, I’m not sure it is realistic for any significant amount of healing to occur after a good night’s sleep, either.  So I don't understand why you would have to be asleep to get *any* benefit.  Shouldn’t the PC gradually recover HP at some low rate if they are stationary but not asleep?
This is explicitly a departure from realism left from when Whales was developing the game.  He talked about it on Roguelike radio.  The gist of it is he didn't want realistic healing rates to get in the way of game momentum, which is a valid concern.
I have a completely different solution in mind for this, which is to replace HP with discrete injuries ranging from "scrapes" and "bruises" to "cuts", "gashes", "contusions", "bites", "sprains", etc.  The point of which is that you'd get out of most fights with negligible cuts and scrapes that correspond to the loss of a few HP.  With a few HP missing you might be tempted to "top off" your health with an appropriate healing item* or rest, but there will be literally nothing to be done to resolve cuts and bruises immediately, so you press on until they accumulate to the point where it's impacting performance, or you happen to acquire a more significant injury, or ideally, until they heal, either by normal passage of time or because you stopped to rest.  The intended end result is that injuries are a real thing you deal with rather than a totally abstract resource sink.  When you come out of a fight with some injury, you treat it as you're able, then either press on or decide to take a rest, which might include something productive but with a lower level of danger.  Untreated wounds, as in reality, would have a chance of worsening instead of healing, so you should bandage or bind cuts and scrapes, suture larger cuts, and apply liberal amounts of antibiotics to everything.  All of this should present a streamlined interface to the player, requiring no more micromanagement than normal HP systems, but presenting everything in a realistic manner with more rational behavior, actions and material requirements.
I’m also curious about the way the inventory system is implemented.  It’s interesting that the PC can wear layers of equipment on a given body part, but I do find it somewhat confusing that there aren’t inventory slots for particular parts.  What I’m saying is, why not have a system where you have the equipped items are listed by the part they are equipped on.  It just seems like this might be a clearer way of describing what the PC was wearing. 
The problem with a slot-based system is that clothes don't actually work that way.  In a more abstract game, you're free to restrict the clothes to ones that fit into the desired categories, but in reality clothing covers arbitrary combinations of different body parts.  A shirt covers the torso only (for a reasonable definition of torso), pants cover legs but not feet, a trenchcoat covers arms, legs, and torso, etc.
What we have is head, eyes, torso, arms, hands, legs, and feet.  You can break it up more than that (e.g. df), but that seems to provide reasonable differentiation.
Also, why not have a shorthand system for showing the to-hit, protection, warmth modifiers, etc. for each piece of equipment on the main inventory screen itself (like ADOM) without having to select individual items and view detailed information about them?
Take a look at the clothing layering menu, brought up with '+' by default.  It doesn't provide everything you need yet, but it brings together most of the information you need for evaluating your clothing choices.  Providing composite cut and bash protection values for clothing and for each hit location is a feature near the top of the pile for being implemented.

*We do have "health potion" items in the form of "first aid kits" and "bandages".  As the injury system I outlined above is implemented, they will be relegated to treating wounds to prevent worsening, and all healing will be natural and time-based.

Ninja'ed by akeley: Ow, I have a chronic shoulder injury as well, good luck with that.  Mine presents a particular problem in that it mostly recovers during the day, and my sleep posture is actually the thing that aggravates it the most.  It's remarkably resistant to healing, I'd consider my relationship with it to be more, "managing" than "healing" :/

Gr3yling

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Re: Legalized items/exp farming
« Reply #56 on: November 08, 2013, 03:16:06 AM »
I can vouch from personal experience that it actually does make sense. The benefits of the so called "good night`s sleep" compared to a bad one, or no sleep at all, are incomparable, and it`s not just old wives tale. Proper sleeping involves the "deep sleep" phase which is crucial to recovery. I`m no medic but it has to do with increased growth hormone production (plus other processes like increased toxin cleansing and obviously no stress from thinking about stuff). Being stationary is seemingly the same, and yet your body knows better and will withhold those magical reactions unless you`re asleep.

Right, but I’m not arguing that sleep isn’t important, or even essential, to the process of recovering from injuries.  I’m just saying that in a game where healing rates are already necessarily accelerated many, many, many fold beyond what they are in the real world, some recovery might reasonably occur during the time the PC was awake, also.  Perhaps the PC should be in a state designated as “well rested” to heal properly, but I think resting while awake should have *some* benefit.

I only messed around with DDA couple of times so can`t really comment on this mechanic`s implementation, but it sounds okay to me. Perhaps some, very slow, recovery should be allowed while just "resting" - but on the other hand I like the brutality of this idea, it says "do not get injured". I`ll be eventually okay - there`s no zombie apocalypse going on and I can just take a week off if it gets really bad -  but any serious injury in extreme conditions usually equals death.

Yes, that kind of slow recovery (provided you didn’t have infected or bleeding wounds) is all that I was talking about.

By the way, I’m sorry about your shoulder, Akeley.

I'd normally say I should take the discussion elsewhere, but I think the thread is fairly well played out, feel free to chime in if you want us to take the DDA discussion elsewhere.

Whatever you’re most comfortable with.  I appreciate you being so approachable and open to talking about your game.  It is very helpful to me.

I don't have a current copy of the code at hand, but from what I recall, pain doesn't factor into ability to sleep.  It's likely that you're just not tired.  Fatigue acts as both a requirement and a resource, because when you get tired it *allows* you to sleep, which has beneficial side effects.  The player definitely should be recovering from injuries all the time, and sleep would just accelerate it somewhat.  See below for more detail

Yeah, you’re right, I just didn’t understand what was going on.  Sorry.

I do like the idea of hunger or thirst as being the resources consumed to regenerate health much more than fatigue, though.  And there is also the more abstract resource of “safety” that is being consumed as you sleep and become more vulnerable to zombies sneaking up on you. 

In general, I like the idea of being able to choose between gradually recovering HP while awake and vigilant, and rapidly recovering it while vulnerable to ambush.  I also think it's neat how some games (like some D&D based PC games) have different levels of "resting safety" designated for different areas of a dungeon so that the player is encouraged to find a safe place to sleep rather than just randomly choosing any location.

I have a completely different solution in mind for this, which is to replace HP with discrete injuries ranging from "scrapes" and "bruises" to "cuts", "gashes", "contusions", "bites", "sprains", etc. 

How will the player know how close they are to death, though?  I mean, I know the whole concept of HP is an oversimplification, but how are you going to present multiple different types of injuries of multiple severities on multiple different body parts to the player?

I really like the idea, don’t get me wrong, I’m just worried that it would be too complicated.

Untreated wounds, as in reality, would have a chance of worsening instead of healing, so you should bandage or bind cuts and scrapes, suture larger cuts, and apply liberal amounts of antibiotics to everything. 

All of this should present a streamlined interface to the player, requiring no more micromanagement than normal HP systems, but presenting everything in a realistic manner with more rational behavior, actions and material requirements.

But how would you pull that off?  I’m optimistic about realism in roguelikes, but that seems like a very tall order.  Wouldn’t treating individual wounds end up taking a lot of time and micromanagement?

By the way, I bet you have thought about a hardcore gameplay mode where healing did occur at “real world” rates, and wounds were as debilitating as in real life, haven’t you?  And I bet you’ve even thought about a mode where any direct zombie inflicted wound would result in death from zombification.

Also, I've been meaning to ask you about attributes.  With all the attention that you are giving to realism, have you every thought about increasing their number? 

Vanguard

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Re: Legalized items/exp farming
« Reply #57 on: November 08, 2013, 03:31:22 PM »
I know exactly what "no true Scottsman" is, and it's what you're doing, which is saying that "Realism is important when it meets my criteria and doesn't interfere with what I care about, but it's unimportant when it doesn't meet my criteria and/or interferes with something I care about".

A) That is not a No True Scotsman statement.  If the argument had been "my concept of realism is real realism and yours isn't" with no justification given then we'd have a No True Scotsman on our hands.  Statements like "deep mechanics are more important than realism" or "my criteria and values for realism are better than yours" are just value judgments.

B)  That isn't even what happened.  What I said was that sacrificing believability in exchange for a mechanical benefit is better than sacrificing believability for no benefit.  I don't see how that could possibly be a controversial thing to say.

Anyway, there's another reason why level ups are less problematic than chainmail bikinis.  Level ups and similar game mechanics are abstractions.  Within the game's narrative your character isn't literally getting a sudden increase strength for punching out their 57th jackal.  It's a mechanical representation of their knowledge and strength increasing as they learn and exercise.  So long as the player understands that, the story remains coherent.

Not so for chainmail bikinis or Gears of War shoulderpads.  Your characters really are dressed that way and there's no plausible explanation for any of it.

Gr3yling

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Re: Legalized items/exp farming
« Reply #58 on: November 08, 2013, 10:21:44 PM »
Credit where due, Whales' Cataclysm before we forked it was an incredible starting point, and within the context of DDA, I'm the lead, but my contributions are dwarfed by the contributions of the rest of the team.  Speaking of, if it's the kind of game you want to write, feel free to join in: https://github.com/CleverRaven/Cataclysm-DDA

Oh, I meant to tell you, thank you for that invitation, but I don't know how to program.


Kevin Granade

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Re: Legalized items/exp farming
« Reply #59 on: November 14, 2013, 09:49:34 PM »
Making the game is about much more than just programming, we have several very valuable contributors that know little to nothing about programming, and several more who have learned how to program in the past year *from* contributing to DDA.

I think one of the most valuable things I've done in the project is bend over backwards to help new contributors get started.  At this point we have something like a dozen developers on IRC that will BURY you in help if you show up and ask ;)