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Sign upPlayer needs to have painkiller effect on him to install bionics #20892
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Hardcoding the painkillers by ID is a giant no-go here. The simplest way to actually sensibly do it would be to check It would be better to just cause a lot of pain right before the installation check and adjust the displayed chance to use the heightened pain. Then the pain would naturally affect ability to install bionics by penalizing intelligence. |
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This also leaves an obvious lore concern: the bionic modules are being sold in cutting-edge electronics stores, and also outright claim to be self-contained surgery kits. What kind of surgery kit would not at least include some local anesthetics. Unless the future is one where advanced, potentially dangerous, bionics can be freely brought, but the drugs needed to safely install them are still heavily regulated. |
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Sounds about right :P |
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The, "you need painkillers" approach does seem rather nice, it also has a nice side effect that you can install several in a row without having to take a new batch of painkillers. Rather than dumping a number, it'd be better to be a bit vague about it. Also it needs to be mutation aware, there's at least one pain immunity mutation, and cennobite would be fine with it. |
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The problem with Having "dumb" messages special cased for painkiller effects would be enough to be workable, but the message would not be very informative. A much better way would be to calculate it from actual effects (not special cased by ids) and give messages like "the painkillers you took won't be enough for installation" and "the painkillers you took are strong enough but aren't fully acting yet" basing it on caps on the effects. |
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Zilenan91
commented
Apr 22, 2017
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What items in particular are classed as painnkillers that would work with this? |
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All painkillers: aspirin, codeine, oxycodone, heroin, tramadol. |
Night-Pryanik
changed the title
Player needs a sufficient amount of strong painkillers to install bionics
[WIP] Player needs to have painkiller effect on him to install bionics
Apr 23, 2017
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I would be in favor of taking this a step further even. Like needing disinfectant and a blade like a scalpel for install. The cbm descriptions would need to changed though. As it is now you can home make cbms or cut them out of dead zombies and just pop them in your body like nothing. Basically taking them down from all including auto surgery kits to just body enhancements would be better I think. |
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Even adding a after pain effect would be good. Currently you can chain install as many cbms in a row as you want with no recovery time needed. The body can only take so much surgery at once. Having a pain resistant, toughness, or fast healing mutation should help counter act some of this though. |
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Maybe we shouldn't force player to take painkillers, but instead ask him like "Installing bionics is very painful, you should take a lot of painkillers prior to installation. Continue yes/no?"? |
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How about pot or booze? |
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It could (should) be just integrated in the query. Preferably with a big red warning, with rest of the text having neutral colors. |
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This is the rationale:
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Wouldn' t pain_killers_ also interfere with player faculties necessary to complete installation? I assumed the CBMs themselves contained local anesthetic. |
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Yes, but to a much lesser extent than pain. The problem with having them included with the CBM is you could end up ODing on them if you installed several in a row, or else wasting anesthetic because it's not needed. |
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Overdosing on local anesthesia seems highly questionable, compared to general anesthesia. |
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I'm answering questions, but as far as I'm concerned the direction is set as of #20892 (comment) |
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If we are considering the need for pain management for realism purposes, then local anesthesia is a prerequisite. |
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It's abstracted, we don't have local vs general anesthetic, and adding something that acts like local anesthetic is well outside the scope of this PR. |
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I'm stuck on finding a good way to find a cap for not yet fully active painkiller effect. |
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You can get the painkiller cap of an effect by:
You can assume Then you want to add a getter to |
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Is this right (for |
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Looks like max pkill is equal to 0 if there is no cap. But don't hardcode the check for individual effects. Check all effects currently on player. |
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I wasn't able to find a good way to show actual levels of not fully active painkillers to implement @Coolthulhu suggestion, so I just added a vague messages as per @kevingranade proposed, and a reminder for players to watch for their painkiller level. |
Night-Pryanik
changed the title
[WIP] Player needs to have painkiller effect on him to install bionics
Player needs to have painkiller effect on him to install bionics
Apr 26, 2017
Coolthulhu
reviewed
Apr 26, 2017
| const int pk = get_painkiller(); | ||
| int pain_cap = 100; | ||
| if( has_trait( "PAINRESIST_TROGLO" ) ) { | ||
| pain_cap = roll_remainder( pain_cap * 0.5f ); |
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Coolthulhu
Apr 26, 2017
Contributor
Drop the roll remainder thing: this is an UI restriction, meaning that attempting it takes no time. There should be no rolls in UI.
Coolthulhu
reviewed
Apr 26, 2017
| if( has_trait( "PAINRESIST_TROGLO" ) ) { | ||
| pain_cap = pain_cap / 2; | ||
| } else if( has_trait( "PAINRESIST" ) ) { | ||
| pain_cap = pain_cap / 3; |
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Night-Pryanik
added some commits
Apr 26, 2017
kevingranade
merged commit 4705bbb
into
CleverRaven:master
Jul 13, 2017
Night-Pryanik
deleted the
Night-Pryanik:patch-4
branch
Jul 13, 2017
AlecWhite
referenced this pull request
Jul 15, 2017
Closed
CBMs needs painkillers regardless of being new or used #21423
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So I wanted to comment on this as I have seen quite a lot of comments on this. Why was this PR approved to be merged? It had several gameplay problems as noted even by the author who stopped working on it back in April. There have been several comments even by some of the devs that painkillers are buggy and give limited feedback to the user to prevent YASS. Requireing them to install something should give more then just a vague feedback to the user to prevent them from overdosing. I know this change was implemented because of realism reasons but because there is no feedback it makes for a bad gameplay experience. Kevin you even noted that there are issues with localized pain killing effects in your comment here
Why use a general mechanic to commit this PR when we have a limited system to accurately simulate the surgery being performed? Again Kevin your below quote causes issues here.
Not having the correct pain killer level does allow them to attept it tho and says you dont have sufficant amount? However were not showing the user that amount but a vauge message. You cant have it both ways, Vauge message and another one asking for a specific amount. Esp with painkillers that have effect over time values... Unless its generally known how long each pain killer takes to become fully effective ( such as a tool tip ) then the user will not know exactly how much or how little is needed with out just blindly trying. This is a bad user experience as well. The point of this is that this PR should not have been merged without some of the problems being fleshed out and corrected. I'm not saying you shouldn't need them but if the author was going to require something they need to fix that something before requiring it if that something has other underlying issues. A better approach to this problem would have been to have all bionics cause massive pain when installing them. This would require the user to have to take pain killers in order to stay effective in combat or to have a successful roll in installing them. Reducing the chance of a successful installation when the player is under the influence of painkillers would have been a better approach and more realistic rather then just preventing it. |
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I am afraid I must agree, This is just the latest example of a pull request where the merging developer approved a change that had not been adequately tested, in addition to ignoring all feedback offered. |
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It had only information/feedback problems, if any, not gameplay ones. I stopped working on it because I considered it completed, not because I thought that these problems are significant enough not to merge it.
Everyone had plenty of time to test and criticize this PR before it was merged. But most of the players' feedback popped up and problems flashed out after it was merged. All the complaints like "it was not thoroughly tested" isn't very appropriate, I think. I tested it (obviously), @kevingranade tested it, maybe someone else. We are not perfect, this PR is not perfect, but at the moment of writing and at the moment of merging this PR looked good enough. This branch of development called "Experimental" not without reason. Changes are added, tested, sometimes considered bad and reverted. This PR was merged, then some issues with it was found. I tried to address these issues (#21458). I think this is a normal development process. And improving PR that wasn't perfect at the moment of merge, after receiving players' feedback, is normal too, and IMO is much better than cries like "Remove it immediately!". |
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You are incorrect.
You neglected full implementation of this, as pull request #21433 indicates.
You neglected full implementation of this, as pull request #21458 indicates.
Disregarded by merger, while you neglected to address it. |
CleverRaven
locked and limited conversation to collaborators
Jul 25, 2017
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This has crossed a line from argument to harassment, and it stops now. |
Night-Pryanik commentedApr 22, 2017
As per @kevingranade's suggestion in #17698.
Number of charges for painkillers are open to discussion.