Remove the Sewer Disease

Started by Thomas_Not_very_wise, January 17, 2010, 03:56:12 PM

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Thomas_Not_very_wise

It's a nuisance, to be blunt. Adds nothing truly to the server and only stops people from going down there more often.

chrijone


Letsplayforfun

I rather like it. Makes sewers.. sewers. I believe people are more afraid of swarm rats and undead than disease (i know i am).

Cures are available at 15 coins when you've access to the Zig.

Else, it makes use for healing clerics, not just buffers, or makes you use those health potions no one wants in loot. Or those restoratives people keep for undead or poison. Or those ironguts too. One of the mage familiar can even cure disease.

Besides, it affects CHA so who cares? ;)

Don't remove it, but ii it's triggers, maybe pulling a few out, yes. If it's heartbeat or similar, making a longer delay, perhaps.

TheImpossibleDream

I'm sorry to say that I agree with this. You have to look at realism versus fun and interesting. All the best pc's that dwelled in the sewers did so BEFORE the implementation of this disease.

Since it's implementation nobody ever wants to go down there ooc'ly more so than ic'ly due to this bothersome disease that mysteriously stacks with other diseases. I understand you guys want the sewers to be unpleasant and not somewhere people want to go, but I feel this is the wrong way to go about it.

Sure you can stack up anti disease and become immune to it. But why would you want to do that unless your character was a 100% sewer dweller and then whats the point in being a sewer dweller if theres almost no chance of ever interacting with anyone because nobody wants to catch the dreaded "sewer disease"

I doubt anyone could list more pro's than con's to the sewer disease. It really needs to go, sure its realistic, but I've not met a single person who's referred to it as fun/interesting to roleplay.

TheImpossibleDream

Quote from: Letsplayforfun;162366I rather like it. Makes sewers.. sewers. I believe people are more afraid of swarm rats and undead than disease (i know i am).

Cures are available at 15 coins when you've access to the Zig.

Else, it makes use for healing clerics, not just buffers, or makes you use those health potions no one wants in loot. Or those restoratives people keep for undead or poison. Or those ironguts too. One of the mage familiar can even cure disease.

Besides, it affects CHA so who cares? ;)

Don't remove it, but ii it's triggers, maybe pulling a few out, yes. If it's heartbeat or similar, making a longer delay, perhaps.

Charisma is barbarian rage, charisma is sorcerer spellslots, charisma is bard spellslots, charisma is taunt, charisma is umd, charisma is bluff, persuade, intimidate. All useful. There are far better ways to make the "sewers sewers" as I said above.

 I'd also point out that Ironguts only protects against poison NOT disease. Remove poison does not function on this disease. It also stacks with other diseases.

Drakill Tannan

I only agree, if it is changed to something else. But a disease remains.

lakhena

I actually find the charisma deficiency rather amusing, on top of the flies animation.  They're sewers!  If you want to go down there, you should protect yourself from getting nasty diseases.

Oh, points to the PC who I've seen walking around town trying to contaminate others.  Too, too funny.

TheImpossibleDream

The point is that the things you refer to happen incredibly rarely. Before the change the number of sewer lurking type pc's was drastically higher.

Hell if we're going for realism there should be a fortitude save vs disease in the jungle and the city as both areas are rife with all manner of diseases.

Porkolt

Quote from: lakhena;162375I actually find the charisma deficiency rather amusing, on top of the flies animation. They're sewers! If you want to go down there, you should protect yourself from getting nasty diseases.
 
Oh, points to the PC who I've seen walking around town trying to contaminate others. Too, too funny.

Charisma deficiency isn't very amusing when you're playing a non-legal bard or sorcerer that's forced to travel via the sewers, where you lose all your spells if you don't quaff a restoration within 30 seconds.
 
Ditch that shit.

Portal Rat

There's three quests, an NPC merchant, a rest area, the raft man, and direct access to just about every single other area in the ziggurat down there. If your PC can't find reasons to brave the murk and venture down there, then a 14 DC disease save is the least of your worries.

Myself I at least like the flies. PCs who come up from the sewers almost invariably have it, which is exactly how it should be IMO. It's the place where everyone's piss and shit drains into the sea. It's not supposed to be the place to set up a card table and play a game of bridge. People who spend more than ten seconds down there should be absolutely covered head to toe in filth, and since we can't have that, here's the next best thing.

I would support removing the CHA penalty and the disease effect only if everyone who entered the sewer got the bugs for at least 2 minutes after they left it.

Mort

I feed upon your tears.

scrappayeti

I woudnt mind it was a bit less rapid. At the moment by the time you walk to the quest area, at least half the party is cha 3.

This is sort of fun, but how many times can you RP your lips being filled with puss and maggots before it gets old?

It it knocked your cha down by one, slower, it will still be smelly, still be fly blown, but not mockarise bards to the same extent.

Gnome on the Strange

As it is, it hits too fast to deal with unless you hotkey remove disease and it MUST be remove disease, which is rarer IMO than antidote or resto.  Even though Antidote works on all other diseases. Could it be rescripted to ruin CHA-dependent skills, but not CHA, so bards/sorcs aren't wiped out of spells in a few seconds?

Mort

Keep the flies and effect. Change malus.

 I think people who pass through a sewer should have something to show for it.

TheImpossibleDream

Current system pro's vs con's:

Pro
Flies and filth make sense for the sewers

There should be some penalty for people using a nice tunnel travel system under the city

Two free resting areas hidden below in the diseased area so sort of worth it possibly?

Con
Just as easy to travel around the city avoiding this tunnel system

Less incentive for pc's to go down into the sewer to explore, quest or interact with/combat sewer dwelling types

Works better against some, already weaker classes

Diseases elsewhere would be just as realistic as such they should be implemented as well, why is only this area targeted? (Jungle Fever, Black Death etc)

Constitution is powerful as it is why add more perks

Resting areas in the jungle and yet no form of jungle malady's currently exist

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I'll add more as I think of them. Right now I'm too tired.