Forums » General Pantheon Discussion

Disease

    • 729 posts
    June 28, 2021 8:31 AM PDT

    Disease.
    Is there a way a character can be afflicted with a disease?
    Can the disease be transmitted?
    Can it be hereditary?
    Can it posses a benefit?
    Can any hypothetical benefits be triggered or activated?
    Can the disease have a cycle?
    Can the disease be susceptible to climate?
    Can the disease be cured with the ingestion of sufficient quantities of banana nut bread?

    • 3852 posts
    June 28, 2021 9:05 AM PDT

    I suspect the answer to all of these questions is a firm "maybe". Other than the last one. No sane developer could have a game where banana nut bread did not cure diseases.

    • 256 posts
    June 28, 2021 10:54 AM PDT

    Is there a way a character can be afflicted with a disease?
    Answer: I'm sure there will be mobs that are able to inflict diseases on players, maybe even traps. 

    Can the disease be transmitted?
    Answer: Maybe depending on mechanics.

    Can it be hereditary?
    Answer: I'm going to guess you are referring to the progeny system. I'm also going to say no, or at least not in a permanent compacity as it could potentially cause a number of issues. If you are referring to mobs, then maybe it could be endemic to a specific population.

    Can it possess a benefit or can any hypothetical benefits be triggered or activated?
    Answer: Maybe depending on mechanics. Potentially you could need a disease to avoid a form of incapacitation, or maybe you could transmit a disease to an NPC depending on the fight. Or maybe it could increase strength while reducing intelligence, something like rabies. 

    Can the disease have a cycle?
    Answer: Maybe. It could potentially be possible that a disease has stages and ramps up in damage the longer it remains. Or that different stages cause different status aliments like stun, paralysis, confusion... etc.

    Can the disease be susceptible to climate?
    Answer: Maybe. I'm going to assume that at a base level there are certain climates where certain types of disease are more indigenous in the mob population. As for speeding up the development or slowing down the progression, again maybe.

    Can the disease be cured with the ingestion of significant quantities of banana nut bread?
    Answer: Unless the disease is something like scurvy or that banana nut bread has a special property that allows it to cure disease, then I'm going to guess no. I am almost positive there are going to spells to cure diseases, and there is also the possibility for potions that do the same thing. 

    I don't think anything has been said officially about diseases other than the old site saying clerics would have the ability to remove them. 


    This post was edited by FatedEmperor at June 28, 2021 10:56 AM PDT
    • 122 posts
    June 28, 2021 12:02 PM PDT

    Please no more rabies like the common-lands ug..

    • 1281 posts
    June 28, 2021 3:31 PM PDT

    Well, I don't think anyone wants an intentional Corrupted Blood incident - Wikipedia

    But I do think MMO's can do better with types of reistances and things. Like why not have curses, lycanthropy and more than just the basic magic types.

    • 2419 posts
    June 28, 2021 7:42 PM PDT

    Nytman said:

    Please no more rabies like the common-lands ug..

    Rabies was something you actually feared because curing it was quite difficult.  What upset me most about Rabies wasn't it's effect, only negating your HP regen, or what it took to cure it, but the fact that you never came across anything like it ever again.  NPCs rarely, if ever, cast DoTs and when they did, rarely did a healer waste the mana to cure it because normal heals handled it just fine and their limited duration meant they just faded quickly.  Never again did we see such a negative effect like Rabies..and that, in my opinion, was a huge failing.  Why did only the ghouls in and around Freeport give you rabies?  Why did no undead ever again, no matter where they appeared, do it?

    I would be interested, and fully support, seeing such things appear in Pantheon and be something we come across through all the levels when we encounter that NPC type.

    • 1860 posts
    June 28, 2021 9:09 PM PDT
    "Diseased" is a status effect

    "Resist Disease" is a resist type
    • 2756 posts
    June 29, 2021 1:28 AM PDT

    Vandraad said:

    Nytman said:

    Please no more rabies like the common-lands ug..

    Rabies was something you actually feared because curing it was quite difficult.  What upset me most about Rabies wasn't it's effect, only negating your HP regen, or what it took to cure it, but the fact that you never came across anything like it ever again.  NPCs rarely, if ever, cast DoTs and when they did, rarely did a healer waste the mana to cure it because normal heals handled it just fine and their limited duration meant they just faded quickly.  Never again did we see such a negative effect like Rabies..and that, in my opinion, was a huge failing.  Why did only the ghouls in and around Freeport give you rabies?  Why did no undead ever again, no matter where they appeared, do it?

    I would be interested, and fully support, seeing such things appear in Pantheon and be something we come across through all the levels when we encounter that NPC type.

    Agreed.  So many games you just don't bother with condition removal because it's less 'hassle' to wait a little and heal if necessary.

    Though there is pain, yes, to persistent conditions, I think the benefits (immersion, meaningful risk/fear, variety, social interation, etc) outweigh the pain.

    • 122 posts
    June 29, 2021 3:24 PM PDT

    bigdogchris said:

    Well, I don't think anyone wants an intentional Corrupted Blood incident - Wikipedia

    But I do think MMO's can do better with types of reistances and things. Like why not have curses, lycanthropy and more than just the basic magic types.

     

    I beg to differ, this was a lot of fun - although should have been hotfixed sooner. Events like this actually create a real buzz and draw community together.

    Imagine that instead of a bug, it was limited to a special event, and the top guilds needed to kill the Lurgymeister (and be rewarded with a custom title)

     

    /backtoactualtopic

     

    Like all other aspects, disease should be fun and oputunities to abuse any mechanic should be limited.

    Maybe 'rabid' disease gives you +5% melee damage and makes you imune to fear - but means you suffer 100hp damage a minute, have -25% defence and can't swim. You can pass it on with a /bite but only to someone whom is pvp flagged.

     

     


    This post was edited by Galden at June 29, 2021 3:24 PM PDT
    • 1456 posts
    June 29, 2021 10:08 PM PDT

    bigdogchris said:

    Well, I don't think anyone wants an intentional Corrupted Blood incident - Wikipedia

    But I do think MMO's can do better with types of reistances and things. Like why not have curses, lycanthropy and more than just the basic magic types.

    I do,

    I was there, once I figured out what the heck happened (my low level alt died in like one tick} it was great learning how to try and avoid it. I think with it being intentional they could control it a bit differant. 

    • 903 posts
    June 30, 2021 1:48 PM PDT
    A disease/infection game mechanic could be fun if it forces players to change tactics and it is more than an annoyance.

    It should be something that can't be cured or removed in combat and it needs to be more than just a DOT, otherwise it's functionally no different than a DOT.

    Some Suggestions:
    • It reduces the amount of healing received and prevents healing above half health.
    • It is contagious and can spread to nearby players, especially if you take damage near them (because your blood sprays on them) or they heal you. This forces people to move away and the healer has to think twice about healing you.
    • You hallucinate and see NPCs that don't exist (and can "attack" them. You confuse one ally for another (their images are swapped on your screen).
    • You, become especially vulnerable to specific attacks / damage types and mobs realize this.
    • Stats are reduced and specific abilities become unusable.
    • 2138 posts
    June 30, 2021 2:22 PM PDT

    Counterfleche said: A disease/infection game mechanic could be fun if it forces players to change tactics and it is more than an annoyance. It should be something that can't be cured or removed in combat and it needs to be more than just a DOT, otherwise it's functionally no different than a DOT. Some Suggestions: • It reduces the amount of healing received and prevents healing above half health. • It is contagious and can spread to nearby players, especially if you take damage near them (because your blood sprays on them) or they heal you. This forces people to move away and the healer has to think twice about healing you. • You hallucinate and see NPCs that don't exist (and can "attack" them. You confuse one ally for another (their images are swapped on your screen). • You, become especially vulnerable to specific attacks / damage types and mobs realize this. • Stats are reduced and specific abilities become unusable.

    • It reduces the amount of healing received and prevents healing above half health. 

    - I can see this tied into the existing no-longer-called-atmosphere system. I liked how Oblivion handled vampirism. you didn't know you were diseased until you were powering through dungeons but suddenly weak to the same mobs in the light of day. It crept up on you. And then wondering where the damage was coming from when you would start losing health in the light of day when full blown. Rather than half health I can see weakened conditions of varying sorts, unable to run or leap or climb where it is necessary, or unable to breathe. Magic healing can help restore health bar but you are still enfeebled- lacking the same vim and vigor, so to speak.

     • You hallucinate and see NPCs that don't exist (and can "attack" them. You confuse one ally for another (their images are swapped on your screen).

    - instant PvP, It would have to be a situation like Necro "raise the dead"(remember how that shocked you) but may be easily overcome with communication to assist, unless it worked like a charm where you could not help yourself. two players suddenly ganging up on another group member and unable to stop, but that seems more like an insidious charm to me, but neat!.

    I can see the illusions being fought against and feeling to the player like they are doing damage and if called to stop because the other players do not see it and know it is not real, when those affected players stop the illusion still does damage to them- as if the players are the white blood cells and the illusion is the disease and the players are- literally- fighting the disease.  This would mean the group would also- have to or want to be infected so they can also- fight the disease and kill it before moving on. Which would make the gameplay a cautious one, with foreknowledge of the disease and players acting accordingly so not even one gets the disease. But that kind of makes it a singular, personal add not really a disease although i suppose the communicable nature of it would qualify it as a disease.

    I'd hate to be the one... "um, guys? *smack-smack*" - why are you losing health? "I stepped OVER the puddle I swear! he saw me, I jumped!" - its true, I saw her jump. *smack smack smack* -smh man... "*smack smack smack* its ok, I got it, Ill catch up *smack smack smack* - you sure? "*smack smack smack* yep almost dead I had some elderberry wine before I came in, forgot about that"


    This post was edited by Manouk at June 30, 2021 2:31 PM PDT
    • 531 posts
    August 7, 2021 1:24 AM PDT

    As far as the disease, effects of weather etc go, one of better systems (as far as I remember) were in Outward - very noticable, but not overly problematic.