Diseases are interesting. but not now. And remember to make them curable. That could be a good chance to give medicines and potions a chance, or even the proliferation of soup as a healthy diet for diseased.
Bubonic plague could be cured by a recipe of roses, honey and orange. Courtesy of Nostradamus, thank you.
New diseases (brainstorming for options & effects)
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- Doug R.
- Posts: 14857
- Joined: Wed Mar 23, 2005 6:56 pm
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There are several problems with the current implementation of diseases.
-It's impossible to figure out a cure for them, if there even is any. Just like characters know what components comprise a crossbow, they should know what cures diseases, at least generally. It could be left to them to figure out proper combinations of ingredients, but they still need to know where to start.
-It's hard to figure out when you're cured. I've had charries with the sneezing sickness go several days in a row without sneezing, and then, achoo, they're sneezing again. Characters should know at all times that they're sick.
-Diseases serve no purpose. They just complicate a game that's already rife with complications (lag, etc). The only purpose that disease could possibly play in a game would be the only purpose they serve in nature, and that is population control. Cantr has no over-population issues, so it's addition to the game is self-defeating.
We should be talking about eliminating diseases altogether instead of adding new ones.
-It's impossible to figure out a cure for them, if there even is any. Just like characters know what components comprise a crossbow, they should know what cures diseases, at least generally. It could be left to them to figure out proper combinations of ingredients, but they still need to know where to start.
-It's hard to figure out when you're cured. I've had charries with the sneezing sickness go several days in a row without sneezing, and then, achoo, they're sneezing again. Characters should know at all times that they're sick.
-Diseases serve no purpose. They just complicate a game that's already rife with complications (lag, etc). The only purpose that disease could possibly play in a game would be the only purpose they serve in nature, and that is population control. Cantr has no over-population issues, so it's addition to the game is self-defeating.
We should be talking about eliminating diseases altogether instead of adding new ones.
Hamsters is nice. ~Kaylee, Firefly
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
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Well, this is an old suggestion, not like ProgD had the assets to do something about it. Sure there are lots of flaws in the current system. I think the thing about the sneezes is that it's a very simple simulation that's not really dangerous, simply annoying, so they didn't see necessary to implement an indicator other than the sneezes.
Here's how I would do it: There would be a hidden numerical value for the intensity of the disease. If the value is small enough, you wouldn't notice anything was wrong. As it gets worse (it would compare the new value to the previous value), the character would get a private event saying "You are feeling a bit ill." You may substitute feverish or other symptom for ill. It might also add a sentence to the character description but that would only be visible for the player of the character. I'm wondering would it be better to first have an indicator in the character description or the events, since if it was an event, it would only be shown once and would have a chance of being unnoticed, while in the character description it would be available constantly but would require intentional checking (while the events page is loaded each time you check the character).
Next time as the illness value crosses a limit, the character would get an event saying "You are feeling worse." Now their character description would say "He/She looks ill." Again you may substitute feverish. This would also be visible for others. If the number gets high enough, the character would get a private event saying "You are feeling very ill." And the people around them would get an event saying "X looks very ill." And it would also be visible in the character description. The likeliness of sneezing (or other similar) events would be based on the illness variable.
As the number starts getting down, it would give the private event "You feel a bit better." (moving from very ill to notably ill), "You feel much better" (moving from notably ill to slightly ill) and "You don't feel ill anymore" (moving from slightly ill to unnoticeable illness/zero level = cured).
Here's how I would do it: There would be a hidden numerical value for the intensity of the disease. If the value is small enough, you wouldn't notice anything was wrong. As it gets worse (it would compare the new value to the previous value), the character would get a private event saying "You are feeling a bit ill." You may substitute feverish or other symptom for ill. It might also add a sentence to the character description but that would only be visible for the player of the character. I'm wondering would it be better to first have an indicator in the character description or the events, since if it was an event, it would only be shown once and would have a chance of being unnoticed, while in the character description it would be available constantly but would require intentional checking (while the events page is loaded each time you check the character).
Next time as the illness value crosses a limit, the character would get an event saying "You are feeling worse." Now their character description would say "He/She looks ill." Again you may substitute feverish. This would also be visible for others. If the number gets high enough, the character would get a private event saying "You are feeling very ill." And the people around them would get an event saying "X looks very ill." And it would also be visible in the character description. The likeliness of sneezing (or other similar) events would be based on the illness variable.
As the number starts getting down, it would give the private event "You feel a bit better." (moving from very ill to notably ill), "You feel much better" (moving from notably ill to slightly ill) and "You don't feel ill anymore" (moving from slightly ill to unnoticeable illness/zero level = cured).
Not-so-sad panda
- dingo
- Posts: 23
- Joined: Thu Jun 05, 2008 3:39 am
- Location: Australia
I was thinking perhaps if you get beat up a lot. And I mean a lot. Then perhaps you'd suffer some kind of brain damage. Like perhaps every letter you type is changed into a certain other letter so instead of saying "Hello" the H would change into whatever letter the disability makes it and the same with e, l and o so h could be p, e could be a, l could be m and o an i. so Id type Hello and youd see "Man I bash around a lot says: Pammi.
The letters i used were just random but id think that vowels should just be replaced with other vowels otherwise ur words wouldnt even be pronouncable, like Qsppz
First ever post on these forums....go figure it'd be about a mental disease/disability
The letters i used were just random but id think that vowels should just be replaced with other vowels otherwise ur words wouldnt even be pronouncable, like Qsppz
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