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Draco18s  
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 More options 30 Jun, 19:36
Newsgroups: rec.games.roguelike.development
From: Draco18s <draco...@gmail.com>
Date: Mon, 30 Jun 2008 11:36:54 -0700 (PDT)
Local: Mon 30 Jun 2008 19:36
Subject: [Minor Suggestion]Mind Control causes brain damage
RL discussion here about WoW generated the comment from someone, "You
know, I really think that Mind Control should have like a 1% chance of
killing the target as you screw it up and cause an aneurysm and they
just fall over twitching."

To which I replied, "You know, if I suggested that to the Roguelike
development I'm sure someone would implement it just because of how
hilarious that is--'The Archmage tries to mind control you.  The the
spell goes wrong!  You fall over twitching!  You have died.'"

And so I'm following up on that.


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dominikmarc...@gmail.com  
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 More options 2 Jul, 15:58
Newsgroups: rec.games.roguelike.development
From: dominikmarc...@gmail.com
Date: Wed, 2 Jul 2008 07:58:28 -0700 (PDT)
Local: Wed 2 Jul 2008 15:58
Subject: Re: Mind Control causes brain damage
On Jun 30, 8:36 pm, Draco18s <draco...@gmail.com> wrote:

> RL discussion here about WoW generated the comment from someone, "You
> know, I really think that Mind Control should have like a 1% chance of
> killing the target as you screw it up and cause an aneurysm and they
> just fall over twitching."

> To which I replied, "You know, if I suggested that to the Roguelike
> development I'm sure someone would implement it just because of how
> hilarious that is--'The Archmage tries to mind control you.  The the
> spell goes wrong!  You fall over twitching!  You have died.'"

> And so I'm following up on that.

I'd throw my laptop through the window if that happened... But the
idea makes sense.

Mingos.


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Christophe  
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 More options 2 Jul, 16:11
Newsgroups: rec.games.roguelike.development
From: Christophe <chris.cavala...@free.fr>
Date: Wed, 02 Jul 2008 17:11:34 +0200
Local: Wed 2 Jul 2008 16:11
Subject: Re: Mind Control causes brain damage
dominikmarc...@gmail.com a écrit :

> On Jun 30, 8:36 pm, Draco18s <draco...@gmail.com> wrote:
>> RL discussion here about WoW generated the comment from someone, "You
>> know, I really think that Mind Control should have like a 1% chance of
>> killing the target as you screw it up and cause an aneurysm and they
>> just fall over twitching."

>> To which I replied, "You know, if I suggested that to the Roguelike
>> development I'm sure someone would implement it just because of how
>> hilarious that is--'The Archmage tries to mind control you.  The the
>> spell goes wrong!  You fall over twitching!  You have died.'"

>> And so I'm following up on that.

> I'd throw my laptop through the window if that happened... But the
> idea makes sense.

No, the idea doesn't make sense, at all. Assuming that the archmage that
is trying mind control on the player is in fact a "monster" whose final
goal is to kill the player. I really don't see why such a powerful mage
would bother with that annoying Mind Control spell when a miscast can
instead boil the brain of the target instantly.

It should be rewritten as: "The Archmage tries to mind control you.  The
the spell goes wrong! You are now under the control of the Archmage and
stab yourself in the leg! <MORE> The Archmage tries to mind control you.
  The spell was a great success! Your brain boils and spills through
your ears. You have died."

Anyway, we now are back on the "Unavoidable instant death attacks
are/are not cool when the player can do nothing to prevent them as long
as they have a low chance of happening"


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dominikmarc...@gmail.com  
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 More options 2 Jul, 18:17
Newsgroups: rec.games.roguelike.development
From: dominikmarc...@gmail.com
Date: Wed, 2 Jul 2008 10:17:48 -0700 (PDT)
Local: Wed 2 Jul 2008 18:17
Subject: Re: Mind Control causes brain damage
On Jul 2, 5:11 pm, Christophe <chris.cavala...@free.fr> wrote:

> No, the idea doesn't make sense, at all.

I meant the idea of mind control occasionally causing brain damage,
not using such a side effect as a weapon by monsters. If mind control
is manipulating someone's brain (in a way at least), it *might* cause
brain damage instead of giving the expected result (either controlling
the victim's mind or no effect if the victim resists). Instakill might
be possible, but also things like lowering the intelligence score,
confusion, panic, paralysis, loss of hearing/sight, loss of control
over one's muscles, epilepsy... All should be temporary, I guess
(maybe save for intelligence loss).

> Anyway, we now are back on the "Unavoidable instant death attacks
> are/are not cool when the player can do nothing to prevent them as long
> as they have a low chance of happening"

Are we? I haven't noticed...

Mingos.


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Ray Dillinger  
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 More options 2 Jul, 19:23
Newsgroups: rec.games.roguelike.development
From: Ray Dillinger <b...@sonic.net>
Date: Wed, 02 Jul 2008 11:23:34 -0700
Local: Wed 2 Jul 2008 19:23
Subject: Re: Mind Control causes brain damage

dominikmarc...@gmail.com wrote:
> On Jul 2, 5:11 pm, Christophe <chris.cavala...@free.fr> wrote:
>> Anyway, we now are back on the "Unavoidable instant death attacks
>> are/are not cool when the player can do nothing to prevent them as long
>> as they have a low chance of happening"
> Are we? I haven't noticed...

I don't really believe in "unavoidable."  Players with a suitable
degree of paranoia can avoid a lot.  

Put one-shot-kill-ya monsters on the first level, if they can be
outrun.  Put them on the second level and not outrunnable if they
can be controlled by closing/locking doors or killed by bow-fire
at range.  Put them on the third level and buff enough to bust
doors and take a few arrows, if a prepared player has a decent
chance of acquiring a phase-door spell or a monster-detection
ability that can be used to outmaneuver them by then.

And so on.  Yeah, players will try to melee them and get killed.
Losing-type players will go 'boo-hoo, unavoidable, unfair!' but
who cares what they think? Winning-type players will start another
game and learn to outrun, outshoot, outmaneuver, and outwit.  
That is why they win (and lose, respectively).

                                Bear


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dominikmarc...@gmail.com  
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 More options 2 Jul, 20:43
Newsgroups: rec.games.roguelike.development
From: dominikmarc...@gmail.com
Date: Wed, 2 Jul 2008 12:43:46 -0700 (PDT)
Local: Wed 2 Jul 2008 20:43
Subject: Re: Mind Control causes brain damage
On Jul 2, 8:23 pm, Ray Dillinger <b...@sonic.net> wrote:

> I don't really believe in "unavoidable."  Players with a suitable
> degree of paranoia can avoid a lot.

Agreed. I did get pissed off when a certain guaranteed greater demon
in ADoM sucked my stats whenever I approached him, used spells and
such when I was definitely unprepared for such buffed up monster (low
level PC). A dozen times or so. Finally, Ruun told me of a simpler
way ;). I don't get pissed off anymore since all that grief turned out
avoidable.

And I got no brain damage ;).

Mingos.


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tyreciu...@yahoo.com  
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 More options 3 Jul, 04:51
Newsgroups: rec.games.roguelike.development
From: tyreciu...@yahoo.com
Date: Wed, 2 Jul 2008 20:51:23 -0700 (PDT)
Local: Thurs 3 Jul 2008 04:51
Subject: Re: Mind Control causes brain damage
On Jul 2, 8:23 pm, Ray Dillinger <b...@sonic.net> wrote:

> I don't really believe in "unavoidable."  Players with a suitable
> degree of paranoia can avoid a lot.  

With a given chance of success.

> Put one-shot-kill-ya monsters on the first level, if they can be
> outrun.  Put them on the second level and not outrunnable if they
> can be controlled by closing/locking doors or killed by bow-fire
> at range.  Put them on the third level and buff enough to bust
> doors and take a few arrows, if a prepared player has a decent
> chance of acquiring a phase-door spell or a monster-detection
> ability that can be used to outmaneuver them by then.

I agree with your broad point. If you make the game easier every time
a player complains that it is too hard, you will remove much of the
challenge and therefore fun of the game. Great games provide an
integrated and interesting set of rules and the game will become about
learning the interactions and subtleties of those rules. If the player
can win without knowing or understanding those rules, then they become
superfluous.

I fear that a too-zealous interpretation of your advice could result
in the following:

Drak the Barbarian enters the dungeon wearing only a loincloth and his
trusty broadsword. He smashes through the potato bugs and small lemurs
with ease. As he confidently strides through the corridors, he sees
something called a 'sucker beast'. He advances to attack. Immediately
he is paralyzed and then killed by the sucker beast.

Drak II the Barbarian enters the dungeon much more cautiously. If he
sees a sucker beast, he walks in the other direction. Unfortunately,
there is a 5% change that he will run into a sucker beast around a
blind corner. He does so and is promptly paralyzed and killed.

Drak III the Barbarian is even more paranoid. He manages to get to
level 2. He sees a swift sucker beast and runs. But the beast tracks
him down and kills him.

Drak IV the Barbarian finds a bow on level 1 (a 50% probability). He
kills a swift sucker beast on level 2, and then because he fails to
find a phase door spell or a detect monster ability (a 25%
probability), he is killed by a mean sucker beast on level 3.

Drak V fails to find a bow so is killed on level 2 by a swift sucker
beast.

Etc...

There are two problems with this scenario. First, the player's fate is
ruled by the RNG. There are many permutations here where the player
ends up in a situation where they are doomed through no fault of their
own. If playing a barbarian means that there is a 43% chance that you
will die on level 7 because you don't start out with itch-proof
leggings, it is incredibly frustrating. I would argue that the game
needs to be changed. The RNG should be used to provide variety. Any
event which could cause the players death should be the result of many
RNG rolls in a row and the player should always be left feeling "I
should have done something different".

Second, when there are only a couple of ways to deal with a situation,
you run the risk of requiring player divination. You want the player
to explore a set of rules and learn the emergent properties to take
advantage of them. If a designer is too ham-handed about restricting
the player's actions, then the player must either resort to spoilers
or try to find out what the designer was thinking through trial and
error. You end up with odd situations where you can't steal from the
shopkeeper by using any of the emergent properties of the game.
Instead, you can only steal from the shopkeeper by using the one
approved mechanism that you have to guess at.

-D


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Garrison Benson  
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 More options 3 Jul, 13:37
Newsgroups: rec.games.roguelike.development
From: Garrison Benson <Benson.Garri...@gmail.com>
Date: Thu, 3 Jul 2008 05:37:02 -0700 (PDT)
Local: Thurs 3 Jul 2008 13:37
Subject: Re: Mind Control causes brain damage
On Jul 2, 2:23 pm, Ray Dillinger <b...@sonic.net> wrote:

> dominikmarc...@gmail.com wrote:
> > On Jul 2, 5:11 pm, Christophe <chris.cavala...@free.fr> wrote:
> >> Anyway, we now are back on the "Unavoidable instant death attacks
> >> are/are not cool when the player can do nothing to prevent them as long
> >> as they have a low chance of happening"
> > Are we? I haven't noticed...

> I don't really believe in "unavoidable."  Players with a suitable
> degree of paranoia can avoid a lot.  

I'm implementing tin foil hats in my game. Seriously.

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Sherman Pendley  
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 More options 3 Jul, 16:30
Newsgroups: rec.games.roguelike.development
From: Sherman Pendley <spamt...@dot-app.org>
Date: Thu, 03 Jul 2008 11:30:02 -0400
Local: Thurs 3 Jul 2008 16:30
Subject: Re: Mind Control causes brain damage

Garrison Benson <Benson.Garri...@gmail.com> writes:
> I'm implementing tin foil hats in my game. Seriously.

It would protect against psychic and other "brain wave" attacks, but
also increase one's chances of "finding" traps that don't really
exist.

Makes sense to me... :-)

sherm--

--
My blog: http://shermspace.blogspot.com
Cocoa programming in Perl: http://camelbones.sourceforge.net


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David Damerell  
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 More options 3 Jul, 16:52
Newsgroups: rec.games.roguelike.development
From: David Damerell <damer...@chiark.greenend.org.uk>
Date: 03 Jul 2008 16:52:45 +0100 (BST)
Local: Thurs 3 Jul 2008 16:52
Subject: Re: Mind Control causes brain damage
Quoting  Garrison Benson  <Benson.Garri...@gmail.com>:

>I'm implementing tin foil hats in my game. Seriously.

It will not be the first roguelike so equipped.
--
David Damerell <damer...@chiark.greenend.org.uk> Oil is for sissies
Today is Middle Day Again - a public holiday.

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