Something I've discussed with the envoys a fair amount (particularly today) is the ability (and current lack thereof) to prioritize afflictions when curing. A number of ideas have come up, and I would like to see more discussion outside of the handful of envoys who just so happen to be logged in when we happen to be discussing stuff in game.
Below is a list of ideas that have come up, both from within the Havens and from players (both on the forums and in-game). I'm looking for discussion of the ideas presented below, and also for potential new ideas as well (or the introduction of any that have come up previously that I may have missed).
Nested Priorities
In this idea, the affliction cure tables are broken up into two or more sub-tables. As an arbitrary, concrete example, we'll take the mental table with Anorexia, Clumsiness, and Confusion in ST1; Addiction, Epilepsy, Hallucinations, Sensitivity in ST2; and Recklessness, Stupidity, and Paranoia in ST3. When using a cure, the subtables are checked in order: any affliction in ST1 is cured first; if nothing is cured, ST2 afflictions are cured; if still nothing is cured, then ST3 afflictions are cured. This would make it possible to bury afflictions in higher tables behind afflictions in lower tables. Concretely, using the sub-tables above, one can prevent an opponent from curing Paranoia by ensuring they've got at least one of Addiction, Anorexia, etc.
Table Narrowing
As with Nested Priorities, affliction cure tables are broken up into two or more sub-tables. As an arbitrary, concrete example, we'll use the same sub-tables as used in the Nested Priorities. In this idea, cures can either be used as they are currently, and all afflictions in the main cure table have an equal chance to be cured. However, one could also e.g. SIP SLUSH ST<n>*, where the main cure table would be replaced with the nth sub-table for that cure, so only the afflictions in that sub-table are able to be cured on that cure use, though at a small increase to cure balance time. Further, there would be a third-person message indicating which table was used, allowing for offensive affliction tracking. In the case where the user has no afflictions present in that sub-table, but still has others in the main table, there would still be nothing cured. This is more similar to the pre-Overhaul cure setup, which has smaller and more targeted affliction curing tables, though spread out across a large number of cures.
This idea could also be extended to having sets of overlapping subtables, e.g. ST4 = Anorexia, Stupidity, Recklessness; ST5 = Paranoia, Clumsiness, Recklessness.
* If this were to be implemented, the arguments to commands would not be literally ST<n>, but instead something more descriptive.
Targeted Cures
This idea is largely identical to the Table Narrowing idea above, where the sub-tables each contain one affliction, and the union of all sub-tables is the same as the main table. For example, it would be possible to SIP LUCIDITY STUPIDITY to attempt to cure only Stupidity; if you don't have stupidity, you waste your cure balance. Restrictions on this could take several forms, including power costs, increased balance times, and cooldowns on targeted cures (perhaps on par with allheale).
Targeted Power Cures
This idea is similar to Targeted Cures, but instead of using regular cures, the affliction targeting is added to Green and Gedulah (either replacing or augmenting their current effects, perhaps with increased power/eq costs over vanilla green/gedulah), thus allowing the ability to cure specific afflictions but at a guaranteed power and equilibrium cost. For example, EVOKE GEDULAH AEON to attempt curing aeon. If the user is not afflicted with the targeted affliction, power and equilibrium are still used.
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Comments
The more I think about this, the more I think that targeted curing is a bad idea. (i.e. EVOKE GEDULAH AEON or SIP LUCIDITY STUPIDITY)
Nested cure priorities, especially if done right, allows for the current affliction stacking tactics to be used still, removes a large part of the randomness factor that many people have complained about in cures previously, and the addition of an actual targeted cure that costs power and eq would be downright lovely as well, providing a defensive/offense tradeoff in the same way greenlocks do currently as well (if you waste all your power offensively, you won't be able to cure a lock).
Just my thoughts on it, though. Grain of salt and all that.
My problem with targeted curing, is that the strong opportunity cost means very complex logic for coding curing systems. I don't see the point of redoing all the afflictions if curing still requires overly complex system coding.
Personally, I was excited about the idea of the overhaul because it would mean I could use the HTML5 client. (Less loops and Ifs to go through, and more off loaded to server side stuff) But something like targeting curing (especially if it has a power cost) makes me rethink my assumption.
Personally, I find the worst situation is where it's easy as a human to know what to do next, but you can't figure out how to tell the computer to do it. (Because the logic and edge cases are too complex)
Because somebody will figure out how to program it, which means you are, IMO, making a needless barrier to entry.
Would curing within a Tier, be random, or first on, first off, or last on, first off?
For example, if I have Anorexia, Clumsiness, and Confusion , what order will those three be cured in?
From my perspective, the more metagaming* I have to do, the more needless barriers the game has.
In fact, having all of the ideas implemented would be great.
Nested tables as the default would be really nice, allowing people to just do SIP LUCIDITY and be assured it would not randomly cure in a random order that might just randomly happen to randomly screw them up. It might also then be possible to add to balance discussions the position of an affliction in the tables - if an affliction is said to be very strong, it could be tweaked by being added to the next higher table as well, in order to blunt its effects by making it more difficult to stick etc.
Adding table-narrowing on top of that as a choice for more advanced combat would be great, as long as it comes with meaningful drawbacks. Letting your opponent see which table you tried to cure as well as lengthier cure balance are perfect as drawbacks - every second counts in affliction/cure races, and if you want more control, you should give up some speed for it, to allow your opponent to capitalize on it. One possible problem, though, is that classes then can not, and should not, have only a single strategy of sticking their core affliction - if they need to stick and affliction for their kill or as a goal, and it can get countered by table-narrowing, then they should be given the tools to potentially punish their opponent for using it. If they don't have the said tools, they'll end up as being quite shafted.
More specific curing at the cost of power will be good, I think letting green/gedulah serve as that would be more than sufficient. Green/gedulah has always functioned as a lock breaker here, allowing it to be specifically targeted (and cure one instead of two afflictions) means that it serves the same purpose. Whether we want to keep vanilla green/gedulah.. well, it's nice for the newbies who just want to get rid of some afflictions while they are bashing or something, but not having double aff cure isn't too damaging.
I think power cures are a great idea, but I don't see why they need to be targeted.
Tell me what I'm missing, because I see a lot of upfront complexity, and then it becomes fire and forget.
I support converting Green/Gedulah to cure a specific afflication of the users choice for whatever decided upon power choice (3 seems to be the standard). I think power management between offense and defense is an interesting layer for dynamic combat without adding unnecessary complexity. In their current incarnation you spam it until you are out of power and hope for the best. There's no strategy behind it.
Additionally with the condensing of the affliction volume, more powerful afflictions take up a greater ratio of the overall affliction volume, so it could be argued that the power of afflictions in general has raised. I think having a mechanic in place to deal with this in a limited fashion without button mashing and a prayer is important to prevent powerful afflictions from becoming overly dominant.
Edit: When I mentioned "choice," earlier, I think power cures for specific afflictions are a more accurate representation of the word in our existng PK system. It's an active choice made real time to influence a current event. A system, for lack of a better phrase, is a passive choice. Rarely do you alter them real time, you generally roll with the consequences of a choice you made (or didn't know you need to make) weeks before. Adaptation always comes after the fact. Any choice made with a system was done prior to the encounter, so the "choice" between what afflictions to cure doesn't really happen in real time. To me, dynamic and intersting combat comes more from active choices made in real time rather than consequences of coding choice made weeks before. Which goes back to why I support the power cure idea above the others (which is not to say I don't like the others as well or that they can't be implemented together).The "power" of an affliction, as I see it, is decided by two things. 1. What it does. 2. How hard it is to get rid of it.
The more afflictions you have per cure balance, the harder it is to get rid of the powerful afflictions. If I understand correctly the goal is to have 10 afflictions per cure balance. Before the overhaul, I believe there was an average of 30 afflictions per cure balance. This means it is harder to "stick" an affliction, and there are less 'filler' afflictions which get ignored but possibly consume cure balance. So afflictions in general are becoming easier to cure, and thus less powerful, even if the "average affliction" is more potent in the 'What it does' category.
Can I cure it quickly without using power? Yes- Cure it. No- Then, are my current list of afflictions life threatening? Yes- Use Power. No- wait.
On top of this sequence which will be set by a system before a fight, there is the "panic button". Or as you put it, "button mashing"
In a world where you must specify an affliction to panic out of, then you will code in your system a list of afflictions which prevent you from running/healing and you will make a panic alias, to use power or any other means to get out of those afflictions as quickly as possible. I.e. It won't prevent button mashing.
If I remember correctly, this sort of choice currently exists with INVOKE SUMMER and WRITHE, and a solution has been found and it's coded into systems. (Only use Summer when you have X writhe levels) So what scenario am I missing where, during a fight, the player will be making a choice to use power or not?
Please please please please PLEASE make them appear at Inept, or far lower than they are today (like 50-100 lessons in). Alternatively, make Green/Gedulah enchantable so that everyone can use it, no matter the lesson investment. Being told that "Well, you can't really expect to fight much" without putting 700 lessons into a skill just to get a single ability is not exactly much fun.
@Enyalida: What I said was players do not alter the guts of their system mid combat, which I think is a fair generalization. Turning on pre existing class toggles and whatever not included in that statement. The difference here is power management, which is not usually left to systems (to my knowledge), will play a more prominent role in strategies if curing is controlled to a degree with that power, or at least influenced by that power. The choice isn't the affliction, it's the management of power over time to address the afflictions which we already have but in a more random and scenario limited degree. It's a pretty significant distinction, IMO.
@Daganev:I might just be speaking from my own personal experience here but the systems I used never included every possible scenario and manually interfering with it was a necessity and when to use specific defensive measures was often my own decision rather than my system's (though my systems did include automatic emergency buttons in addition). There are times when you can handle an affliction, such as aeon, for a few seconds while you cure out of it, and there are times when you get aeon'd and 3 enemies walk into the room and you don't have a few seconds to spare to cure out of it. A bit of a crude example but hopefully you get th idea. Alternatively, you can look at truehealers and how they refrain from spending offensive power so that they can use it defensively, which is a strategy of its own. Focus spirit was generally manually done when necessary by higher end combatants rather than relying on the system due to the cost/risk of using it. So they weighed their options. If an angry Wiccan is around, don't cure treebane. If no angry wiccans, cure treebane. Difficult to code that sort of thing.
You can even look at it offensively. Maybe you are a bard with your full DCC set up and you get slapped with aeon or something. You would have the option to cure it immediately and complete your finisher or risk them curing an auric while you cure out of aeon. To me, that's interesting and dynamic.
It's taking something that kind of already exists and expanding it to encompass how players integrate power/curing strategies.
Inevitably it will be automated to a degree as most things are, but what can you do. I think there's a lot of possibility there for those that don't just lean on their systems.
At this point I might be undermining my own point regarding choice and how it interacts with systems though, but alas, with systems being as they are, it's a complex issue! I guess we're getting kind of deep into the role systems play, the philosophy of choice and consequence, blah blah blah and a tad off topic. So I do apologize!
@Saesh If power cures were implemented as a required part of 'normal' curing, instead of a method for escaping the rare affliction-lock (like they are now), active power pools should be greatly expanded to compensate. Offense already has a massive advantage over defense in combat*, causing standard defensive measures to both require sentient, in the moment input AND making defending eat up big chunks of power would make combat inordinately frustrating and one-dimensional. That's casting aside all concerns about practicality.
I think my main point about systems is as follows.
Coding and maintaining a system takes commitment. I would rather see players spending time in spars than spending time coding or finding someone who coded for them.
Even if it doesn't happen, I'd like the admin to pretend that they will be coding a server side curing system and think about if the added complexity to code that system is worth the feature being added. I think it would be harmful to the game to ignore the necessity and role of healing systems.
It's difficult to respond to people that accuse you of "glossing over the fact," or "casting aside all concern," when they didn't really pay attention to what you wrote. So...I won't! Moving on.
@Malarious: Yes, I agree! Some classes (IMO) do not use enough power. Others probably use too much. These are things that can be changed. I would like to see affliction stacks. Keep in mind cure recovery times can also be changed if they aren't really stacking effectively.