Alcoholic beverage changes.

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Doug R.
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Alcoholic beverage changes.

Postby Doug R. » Sun Sep 18, 2011 12:38 am

So, it seems in the new scheme, alcoholic beverages will lose their healing ability, and instead restore energy. Since characters will pass out after a certain point of consumption, it's a natural check on how much energy can be restored.
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Ronja Rotschopf
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Re: Alcoholic beverage changes.

Postby Ronja Rotschopf » Sun Sep 18, 2011 8:20 am

Is there still a chance to discuss that? I personally consider energy restoring stuff as completely worthless and my characters would suddenly wonder why they wasted decades for producing beer and mead, fall into deep depression and kill themselves.
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Re: Alcoholic beverage changes.

Postby SekoETC » Sun Sep 18, 2011 8:26 am

Ability to kill more people? But it would make more sense if more things gave tiredness. Maybe if dragging is changed so that any pile can be dragged regardless of the size but would give a proportionate amount of tiredness, that would give a peaceful use for energy restoratives. I've occasionally missed energy restoratives while dragging people but only on rare occasion.
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Re: Alcoholic beverage changes.

Postby Addicted » Sun Sep 18, 2011 9:31 am

My characters will be devastated. (Well two very much so and nine more moderately so. Years wasted and it won't be as profitable.) None will be happy. Also I thought you removed tiredness cures for a good reason. Why not just re-instate tea and potions? I don't see why dunkeness has to be this way.
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Re: Alcoholic beverage changes.

Postby SekoETC » Sun Sep 18, 2011 11:50 am

I wouldn't be surprised if the plan got changed if enough people complain. That's how it usually seems to work.
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MelloYell
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Re: Alcoholic beverage changes.

Postby MelloYell » Sun Sep 18, 2011 1:14 pm

i have one character that would be devastated, as this would mean the death of her and her people probably.
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Re: Alcoholic beverage changes.

Postby Snickie » Sun Sep 18, 2011 1:50 pm

-complain-
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Piscator
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Re: Alcoholic beverage changes.

Postby Piscator » Sun Sep 18, 2011 2:44 pm

Actually, the original idea was more on the lines of replacing some of the healing ability with energy restoration power. The main point is to add an energy restoration value and compensate for the increased power in some way to keep the balance.

The reason why we want to reintroduce energy food this way, and not just restore tea to it's old properties, is simply that drunkenness is a quite effective limitation to how much energy you can restore in a day. You could restore enough energy to, let's say, attack three or five more people per day, but you wouldn't be able to attack everybody in a town of thirty, as it used to be the case with tea.
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Re: Alcoholic beverage changes.

Postby Addicted » Sun Sep 18, 2011 3:23 pm

Like all changes, I can see the logic. My problem is purely one of the effect on my characters and the cost they expended in making or buying the alcohol as a healing food or to sell for profit. One character will now have no way to replace that healing food easily and -may- be in danger of getting hurt. (Another can replace that with the raw ingredient - honey - in time.) The other has no real way of recouping the years spent making the alcohol and was saving for something. Yes, I know part of it is automatic, but part isn't. And it would be OOC to now sell all in anticipation, and finding a buyer after the change will be a pain. None of these have intent to attack and only one would be likely to keep some energy saving drink.

Also, some raw ingedients (apples and honey) heal and the intermediatories heal (clarified honey, wort and so on). Will these change too?
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SekoETC
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Re: Alcoholic beverage changes.

Postby SekoETC » Sun Sep 18, 2011 3:32 pm

I think it makes sense that if something was made of a healing food (honey, grapes, apples) the end product should also heal. It doesn't rule out the possibility of giving energy restoration as a bonus.

Even if tea and coffee were given energy restoration capacities, they would be limited by the stomach capacity, so there would be a daily cap to how much energy can be restored. But one problem is that if you need to drink a kilo or more to get notable benefits, it would be so expensive that nobody would use it.
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SumBum
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Re: Alcoholic beverage changes.

Postby SumBum » Sun Sep 18, 2011 3:38 pm

I can see the logic and reality of having unconsciousness offset the energy increase. I think it's a great way to solve the past problems with energy restoration. What doesn't make sense is making such a drastic change to alcoholic drinks rather than implementing the change on something that's already worthless due to the first change.

Make some tweaks to tea to get the energy effect properly balanced and add an "overdose" point that would work the same as passing out from too much alcohol. There is such a thing as caffeine overdose, besides the fact that tea/coffee -are- energy boosters while alcohol generally has a sedative effect.
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Pilot
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Re: Alcoholic beverage changes.

Postby Pilot » Sun Sep 18, 2011 3:42 pm

Instead of changing (again) those food/resources, let's start creating new sources of energy. And why not bring back the healing liquids that used to restore energy?
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Mr. Bones
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Re: Alcoholic beverage changes.

Postby Mr. Bones » Sun Sep 18, 2011 5:16 pm

Couldn't all the energy drinks be brought back just with limitations? I doesn't seem to make any sense to have these healing potions that can be made, yet they won't do anything. I remember making some of the energy potions, not realizing that had been done away with, it was kind of disgusting to realize I had wasted my time.
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Re: Alcoholic beverage changes.

Postby Piscator » Sun Sep 18, 2011 6:02 pm

There's nothing speaking against (re)introducing other energy restoratives, but our prime concern at the moment is what to do with the existing alcoholic beverages. We can't just leave them alone completely, since it would be very strange if they wouldn't make you drunk.

I will have to look at it in detail, but I guess it would work if we leave the current healing properties alone and just add an intoxication and refreshment bonus. This would limit the amount of health you can restore per day (but that's pretty much unavoidable anyway) and leave the total amount as it is. Energy restoration could then be seen as a compensation for the inconvenience of having to heal over time.
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Ronja Rotschopf
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Re: Alcoholic beverage changes.

Postby Ronja Rotschopf » Sun Sep 18, 2011 6:31 pm

That sounds much better. And I thought stomach capacity was introduced to limit healing and energy restoration?

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