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Remove Mutagen Catalyst (again) #70735
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Thank you so much. It's so nice to see this, and I really appreciate the writeup. Two personal anecdotes: I injected some purifier to reverse my mutations, and apparently I overdid it heavily. It took weeks for it to go from Human Reversion to Human Purification or whatever, and I died before the effect fully cleared. I didn't have any mutations left to purify so I was just screwed. Chelator exists but is uncraftable and so rare it doesn't matter. The latter won't quite be solved with this but it'll help with both. |
So, after reviewing with several others, I think the consensus is:
1. What do we like about catalyst?Well first, the complex two variable problem you've described isn't currently balanced right, but it is desirable. It makes the system feel chaotic and mad sciency because it isn't easy to game and predict. However it should be easier to use. Second, it adds a lot of flexibility in how we can work mutations that we just aren't using yet. The system wasn't finished so that's understandable, but some things could be done pretty easily now. For example we could make post thresh mutants produce a small amount of primer vitamin constantly, to help encourage mutations in that line regardless of what mutagen you take. We could also have primer have some kind of effect in post thresh mutants (eg a mutation that requires them to ingest primer in order to sleep or heal) to create an "unstable mutant" feeling. 2. What do we want catalyst to do?Right off the top I'd suggest:
3. Some of the other issues
Not solvedI still don't really consider it a problem that you have to balance two types of vitamin to make this work. That complex balancing act is desirable. However I agree that it seems to not be very fun to manage it right now. I think that's fixable, but it's kind of a desired design goal that it feel complex and easy to mess up, just not so obnoxious. Hope this is helpful. |
@I-am-Erk First, we need a naming change AND translator comments. I am an English major yet I couldn't figure out what the two things are and how they work, whether I tried to play in my native language or in English. Without that, any attempts to keep the "two types of vitamin" around fail to address the core issue - that the two types aren't described or named well and that they are unclear in practice. (I'll grant that you likely have a different perspective, as a programmer you have access to the code behind it) |
I don't think a name change is a great idea now as it will invalidate a lot of tutorials, but a translator comment would be doable. |
This is something fairyarmadillo has already explained, but I'd like to highlight the naming problem as possibly the biggest issue that causes confusion, far more than the actual mechanics. It's not that the mechanics are extremely complex, but they are almost impossible to talk about because of the confused terminology.
This is a NIGHTMARE. I play with mutagen with almost every character who survives long enough and I still had to look things up while writing this comment to avoid confusion. It inevitably leads to any help-text or guide relating to mutation being extremely verbose and baffling. Anyone writing about mutations has to either begin by laying out their own set of definitions, or parenthesize every other sentence. To make sure I'm getting across the problem, as an example, let's try to answer a very simple question (variations of which I have been asked many times):
first, what does the asker mean? Any mutation-related item? Specifically the "mutagen" item? A "typed mutagen"? Let's assume the first and compose an answer...
(poe_staring_at_paper.jpg) This is an accurate and complete answer, and I made a genuine attempt to make it as simple as possible, but it's incomprehensible because of the massive ambiguity of the terminology. I leave as an exercise for the reader to attempt to disambiguate the above, or otherwise write an answer that means something, without making it into an essay. Coming up with distinct (and ideally intuitive, but above all else, distinct) names for every mutation-related item, vitamin and concept would dramatically reduce confusion without any actual mechanical changes. It would be far more feasible to communicate how this all works in-game if it took two sentences to answer a question rather than twenty, and out-of-game help would be far more digestible too. |
it is something you tried to fix in #62018, right? i agree it is confusing topic, and we should resolve it even if it can hurt the guides, and resolve it from both naming side and id side |
Yes, I made a half-hearted attempt at it. It wasn't completely thought through and I didn't have it in me to endure the bikeshedding inevitable in a PR of this type so I let it go, but I still think it's necessary to do. |
We could do: |
I should clarify I'm okay with making the names more clearly distinct, but I don't want to completely change them to the point that it will make the last year of guidelines confusing. What I would suggest is maybe:
|
To be extra clear, I think we should try to discourage primer from being called mutagen at all. It's part of the mutation process but it's not actually a mutagen, itself. This is both technically correct (it does not cause you to mutate) and helpful to show what I mean. Catalyst is the mutagen, and so if we're calling anything else a mutagen we're both being incorrect and confusing. (I know the internet at large is still going to call everything loosely associated with mutation "mutagen" but we can do our best) |
Name changes are hard so it's important that we choose one "sticks" and is easy to remember. I know I still call the needley ones "serums" by habit. As I said I'm personally partial to |
I think blueprint is going to make people think it's a written document. |
So "lore" question then from a realism standpoint - if mutating requires a lab specific chemical and doesn't happen without it and that chemical doesn't occur naturally how is the world filled with mutants? I'd assume the directed mutation would be something a lab can do, but chaotic random mutations would be common and possible without labs or tickling a yugg. |
One small nit that has kind of bothered me, is that the name "catalyst" isn't accurate since it is being consumed to mutate. Changing it to "reactant" would be more accurate, and would make it clear that it is a fuel that is being consumed. |
@I-am-Erk Maybe "liquid DNA blueprint"? A bit wordy but if we want to avoid having everything be named mutagen, we pretty much can't avoid wordiness. @prharvey "reactant" has the same problem "catalyst" had. How do you make it clear what it does as opposed to "primer"? (Also, "catalyst" is a much better known word, "reactant" is extremely niche, if you're not a chemist you won't know what it is and how to translate it) |
I will leave the discussion around clarity to others that understand the system better, but the fact that "catalyst" is a better known word in your opinion is kind of irrelevant - the word is being used wrong. It isn't a catalyst, it's a reactant. I would think the wrong word being used would be a greater barrier to accurate translations than how better known it is. |
@prharvey Point. I'm not a chemist, just a player and a translator (not CDDA translator, though) Even more proof how important name selection is |
It's reasonably clear that mutation happens randomly. There are NPCs with it. It's just pretty rare, completely random, and not something that is fun to happen to a player. It's way out of scope here but there can be options for a player to be someone who randomly mutates without catalyst. Re. Catalyst being consumed: this isn't as big a problem as it appears. It's entirely possible that it's being metabolized by the body, not destroyed in the mutation reaction. This is kinda shown already by how the level drops even when you aren't mutating. As stated above I really don't want to remove the term "catalyst" at this stage of the game. (If we did, I'd call it Mutagen Activator). Re. Blueprint, I just don't think this is significantly clearer than "primer". A mutation primer primes you for mutation, a mutagenic catalyst activates (catalyzes) the change. |
Before the next sequence of replies I'm going to add: |
Leaving two vitamins in is a huge mistake and any attempt to fix it without changing that is arranging deck chairs on the Titanic. Our players are not CDDA developers, they do not understand the system, and it only feels like "mad science" to you because you already know how it works. Unnecessary obfuscation and make-work are a poor substitute for something that's genuinely mechanically engaging, and the fact that we've had to litter it with way too much out of character information means it isn't even immersive. |
I think we should keep the buffs. They add a interesting layer and flavor to mutation. I also very much like the idea of certain mutations introduce a certain amount of primer into the system of a mutant with thier associated buffs and down sides. Something like post-thereshold chimera having a random set of primers in thier systeem giving them random buffs or debuffs with the possibility of sometimes overdosing. On some moments they would be really powerful on others not so much. The problem is that you can roid yourself with 12 differant types of primer without suffering complete metabolic collapse. The total amount of all types of primers should probably be checked. If the total amount gets to high there should be consiquences: 1-2 primers at high (non-overdose but with noticable buff effects): Your metabolism is altered by the primer giving your buffs but your body can handle it. Maybe you need extra water and calories becease you are effectively overclocking yourself. 3-4 primers at high (non-overdose but with noticable buff effects): Your metabolism doesn´t function as well and you start to notice it. Probably gives some debuffs that negate some of the primer buffs and mild extra symtomes like sudden pains needing extra calories and water. 5+ primers at high (non-overdose but with noticable buff effects): Your metabolism can´t handle all the primers anymore and starts to repadly fail. Another way to increase the cost would be to move the health impact from using primers and catalysts from the consumtion of the item itself to the effect it gives. This way you can have a character walk around for weeks with a buff from primer. It will however also very quickly destroy thier health. |
At this point I will probably have to go repost this discussion onto a set of issues, so you'll have to watch for those and make your arguments there @ADekema, they run the risk of being lost here. I don't disagree with you but I think that mechanic belongs elsewhere, not with primer. |
This would be unplayable. The reason nobody plays mutants currently is that it takes such an ungodly amount of resources to even get there that there's zero breathing room for experimentation, the real-life time loss if you mess something up or get unlucky is unbearable. Requiring more of those resources which are locked in subway lab slogs or the one admittedly good but gets old fast TCL just to survive would be a ridiculous mistake. |
> it takes such an ungodly amount of resources to even get there It can be fixed by giving more resources for player > zero breathing room for experimentation So does in old system > the real-life time loss if you mess something up messing up doesn't kill you, what the problem? |
Yes, it does. |
alright, i'm calling it here. if someone wants to pursue a specific line of change in a new issue or pr, feel free to start fresh from there, but we don't need bickering in a closed PR. |
Summary
Balance "Removes mutagen catalyst, carries its function over to primer"
Purpose of change
Continued from #70699 - @kevingranade mentioned that I hadn't adequately explained my reasoning for this proposal. @I-am-Erk convinced me to open a second PR, as the first had most of its justification buried in comments to attempt to do so.
A quick clarification before I get started: When I say 'catalyst' I am referring to the vitamin which is currently called 'mutagen'. When I say 'primer', I am referring to the vitamin which is currently called (type) primer. These are different from the item which is called (type) mutagen.
So here goes:
Mutate() currently works by checking for two vitamins, catalyst and primer. Primer doesn't do anything but give you buffs. Catalyst also doesn't do anything. Every 45 minutes to 6 hours or something like that, the game spends 100 catalyst to roll to see if you get a mutation. If you do, it then picks a primer vitamin you have, and if you have enough, it deducts some from that and gives you your mutation.
Describe the solution
Mutate() will work by checking for any primer in your system. Every 45 minutes to 6 hours or something like that, the game picks a primer vitamin that you have and spends 100 of it to roll to see if you get a mutation. If you do, it then picks a primer vitamin you have, and if you have enough, it then deducts some from that and gives you your mutation.
Describe alternatives you've considered
The burden of justification is on the contributor, and I think I've done that, but I should also ask: What exactly is the benefit of not doing this? The proposed system is exactly as random, exactly as risky, has the exact same chance of not working even if you do it correctly, and takes exactly as long to mutate you. All that is lost is the guesswork trying to balance two randomly changing integers you can't see with chemicals that take days or weeks to acquire.
Testing
Ongoing
Additional context
The first four quotes are random people on my discord. They're obviously going to be biased toward me, but the collection of reddit posts is just what I immediately got searching 'primer' on the subreddit. I keep up with people over there and these complaints are as frequent as they look.