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Stamina rebalance for 1s turns - take two #31781
Stamina rebalance for 1s turns - take two #31781
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After a bit of discussion walking will be returned to net positive balance of drain to regen ratios. |
Subjective experience so far while testing: I don't know that either of these things are necessarily a problem, but I didn't see anything in the PR that stated these were intended so I thought I would mention. The run-for-longer thing is at least probably pretty neutral since it also takes quite a while to rest if you do manage to run out the meter. I'll keep playing to see what else comes up. |
RE: Magiclysm |
@esotericist And if you plan to playtest it more could you check the stamina drain in melee combat? It might also be something that still needs tuning. |
I have not tried this specific patch, but with current 1 second turn the game give you too much turns to acquire food and travel. I don't even use cars anymore to travel between cities - why bother, it takes less than an hour and does not tire you. In a single day I did two raids on a far away city and returned with 150 L shop cart each time, while killing and pulping hundred of zombies. And I was not even tired at the end of the day! Or is it normal for a 14 strength, 12 dex character? edit: And pulping is ridiculously fast - it takes somewhere between 3-6 turns. Don't even need to wait until combat ends. |
Perhaps city spacing should be higher - irl you'd have to travel much further to get from city to city. And I've been told that normal healthy person should be able to walk all day without getting tired stamina-wise.
That can also be adjusted, but not in the scope of this PR All in all: can you submit issue for both cases? That way it'd be easier to track down the things that need further rebalancing. |
It's not really an issue or suggestion. It's just my feedback. I was not sure were to put it, so I put it were devs try to balance 1 second turns. Maybe it was intended to be balanced that way. |
Ok, so I've run some extra side by side tests with 0.D and:
This I think settles the changes for this PR, unless someone points out some other things that are maybe not quite right. |
I'll continue play testing shortly |
In this commit I've added extra small "buffer" for stamina in butchering action. Player will rest not at 0 stamina, but slightly above it - this should prevent instant winded effect on first move after the activity ends and you are low on stamina. Also reduce the chance of message feedback for character taking that rest, to reduce spam. |
Having been playing with this for the last few hours, at this point nothing really "feels" off about this. I can sprint for short durations as needed, walk it off in a timeframe that doesn't feel too bad... it still takes quite a bit, even with no mouth encumbrance, to refill while walking. So subjectively, I think this is good. |
@nexusmrsep Cannot dissect with the new update. Shall I post a bug report? Get exhausted then "nothing to butcher" error. |
Yes, submit. It might be unrelated, but I'll take a look.
śr., 26 cze 2019, 18:16 użytkownik TechyBen <notifications@github.com>
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… @nexusmrsep <https://github.com/nexusmrsep> Cannot dissect with the new
update. Shall I post a bug report? Get exhausted then "nothing to butcher"
error.
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After butchering 3-4 corpses at once my stamina ran out and left me with unmanageable pain and far above my carry weight capacity. This new stamina change is significantly slowing down gameplay. I effectively have to wait until my breath comes back after butchering each single zombie. If that's the desired behaviour how could you even clear a single road part? You also have to be very careful on how much unbutchered corpses are stacked on one tile. Otherwise it could be your sudden end. Game version is from today. |
@micage thanks for confirming that it works as intended. Your observations are wrong - remember - there is a failsafe in there - so you NEVER drop to zero when butchering - it clearly says to you that you took few seconds breather during the activity to keep it going. Stamina bar follows. If you ignore the fact you're literally running on your last breath, and take a stroll, you're giving yourself a winded effect. Pain is a direct result of that. Rest few minutes. Zombies' bodies will wait. Edit: also: dismembering and pulping will take less stamina then any long-duration butchering. |
Also moving around overburdened costs stamina, even if you're walking. Get a cart or travois if you absolutely must harvest parts from every zombie. Or just dismember or pulp them, as nexusmrsep said. |
Sorry, I ment pulping not butchering. I hit "s" on a tile with 4 unpulped corpses and stamina dropped to zero. I did not move after pulping but pain was unmanageable. Further pulping on the surrounding spots increased the pain even more, also decreasing my stats of course to ridiculous levels.
Really, dude? |
I haven't done anything particularly scientific here and I'm fairly novice in CDDA, so take this with a large grain of salt: but this feels like it went quite a bit too far. I was playing around build #9220 and my character could literally wade through massive piles of zombies without getting winded, tired, or injured. ( Zui Quon is OP & needs a nerf. ) This was probably somewhat too strong... ... but then I updated to this patch and literally died to 3 regular zombies because my stamina plummeted to zero basically instantly while fighting, my stats plummeted to nothing, and then I couldn't escape. That character had something like dodge 8, melee 6, and unarmed 7 -- 3 zombies should have been a piece of cake even without Zui Quon at that point. So I reset the world, started a copy of the same character and failed to even make it long enough to find a house where I could rest enough to cover my stamina. Any fight with even one zombie, for this new character with a 4 unarmed, 3 melee Zui Quon fighter drained stamina to basically nothing and left me with no way to recover. Don't get me wrong, I love the idea of the balance change -- stamina should matter; but to basically be unable to fight at all, even for a character designed specifically for that seems like too much. Thanks for reading & the work you put in to this! |
You said it was butchering, and if it would your observations would be in fact wrong. No offence. But now as you corrected that it was in fact pulping, then it's a different story and yes, that could happen. You see: in pulping there is no Fail-Safe, and you will get winded during the action if you start it on low stamina. The only Fail-Safe here is that you are primpted to continue when your winded effect gives you pain. Previously the calculation wouldn't allow stamina to drop below half the bar and it was simply stupid so I removed the limit. Pulping as a mechanic deals several blows to the bodies each taking some stamina. Pulping many bodies may drain you, and that's normal - it's intensive work repeated by number of bodies you pulp and their size. Hulk take lot more hits to pulp thus more stamina drain. That said - I may consider adding a Fail-Safe here, same as in butchering. That would prevent getting winded during action but you'd have to rest afterwards anyway. What do you think? |
@chphilli In your observations: what was the main reason of stamina drain? Was it normal punches? Was it technique that multiplied punches? Did you use weapons? Would it not happen with the martial art off? Give me something more so I can try to replicate and test it. My time is very constrained now as I'll be away for several days so I only have a tiny window to test that. In other case it may need to wait or be approached by someone else. Thanks for reporting. |
I have not observed a fail-save prompt before getting pain. I just pulped a pile of say 4 zombies and suddenly I had unmanagable pain. With my dropped stats running away was not possible. Even fighting a standard zombie that was approaching was impossible. Character had melee 4, light survivor gear and a fire axe. Normally this situation would be no problem for such a character. |
I just realized what I thought was off with this PR: Stamina was completely time-agnostic. Everything besides butchering that took stamina was balanced around, and worked fine with, number of turns, not seconds, so it didn't need to be adjusted due to the turn time change. Looking at a basic series of actions, say killing and pulping two zombies while a zombie walks toward me from about 50 squares away, since the zombie took ~50 turns before to reach me, he still will take ~50 turns now. This means that since, after some code-diving, you seemed to have multiplied max stamina by 10, most action costs by 6-10, but effective regen rate only by ~2 (stationary:10->20, walking 3->5), you now end up at much lower stamina when the zombie reaches you than before. In a more practical example, when I started a new game with the stamina rework, and using a reach melee weapon, I faced a "mob" of about 6 zombies. Now, I was fast enough to basically run circles around these guys, so this is a fairly trivial fight. But in order to not run out of stamina, I had to kite the last few zombies about halfway to the next town, vastly increasing the real time spent, and number of inputs needed to deal with 6 lowly standard zombies. Don't get me wrong, I love the fact that you changed Winded to now actually matter, so I might hold tab next to 50 zombies on my kitted out melee char a little less, but the fact that stamina regen was effectively cut by about half per turn makes a lot of previously routine activities quite a drag. |
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/1s-per-turn-and-stamina-action-economy/20799/1 |
Summary
SUMMARY: Balance "Stamina rebalance for 1s turns - take two"
Purpose of change
Second try after failed attempt of bringing stamina back in line with desired values in reverted #31692.
At a glance it looked like a simple division would do the trick but the truth was different.
This time it's way deeper, as I literally walked the code there and back again for every instance of stamina.
This rework / rebalance forced me to redesigned some concepts and introduce some mechanics.
Where possible I stayed as close to original intent as possible, in other parts I had to do new stuff to make it work.
Describe the solution
2615 (16 effective) per 100 moves,corresponding to about 250 stamina burn per 100 tiles (2,5% of max stamina)- this means that walking WILL slowly burn stamina, and this change is intended; with updated pool this also means that the burn will allow a very long continuous stroll before you need to rest few minutesx3x7 walking, progressivemod_stat( "stamina", ... )
finds the bottom of stamina pooleffect_winded
is applied (previously it was only linked to running too much); this effect deals pain among other things so it allows bail-out from some activities (pulping for ex.)effect_winded
duration was raised to 10 turns, because it was barely noticeable and in some cases ended before you even have a chance to notice it and it's limiting effects; tl;dr: don't push your character to this limit, just don'tload
which promotes drain when thrust comes into effect to gain speed and stabilizes on upkeep when desired speed is achieved; also follows the principle of more speed = more load = more drain; tl;dr: on a bike low and moderate speed will be easier to maintain stamina-wiseeffect_winded
and pain, and will be prompted to bail out - you don't lose progress by doing so - damage is applied to dead bodies incrementally; if you don't bail out -effect_winded
will mess you upDescribe alternatives you've considered
N/A (I think)
Additional context
energy_cost()
when applied to stamina drain. I didn't want to touch it, because you may want it to be done in a particular way.