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 Post subject: Sugar idea
PostPosted: Sat Feb 07, 2009 4:59 am 
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As a sugar source perhaps doughnuts of various types could be introduced. Perhaps in Downtown Twilight or in that area due to the police station? I happen to be a Krispy Kreme addict (in addition to my coffee and Monty Python addictions), so would suggest a Kreme filled doughnut as one of the types. Perhaps a Chocolate doughnut, Jelly doughnut, Austin Kreme, etc. All of these provide 10-15 mins per and perhaps sl of 2? Not sure on the macanical part.

Any thoughts?

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PostPosted: Sat Feb 07, 2009 7:37 am 
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Firstly I gotta say, this thread should be merged into "creative player ideas." If a mod could do that, thanks.

Secondly, donuts sound like a fantastic idea. You could of course work different sugar levels/time benefits into different donuts, and something like the jelly donut could maybe even give an effect like "sticky fingers" or "sugar mustache" from a powdered donut. Dunno what such effects would do, but it'd still be fun to play with.

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PostPosted: Sat Feb 07, 2009 11:14 am 
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Unfortunately we mods can't merge yet until Ryme switches to phpBB v3. But we will once it happens so hang on tight.

Also, seems like a fairly logical step for Ryme to take. Maybe boost the gains to 15-20 maybe, instead. I think he was talking about last night, even.

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 Post subject:
PostPosted: Sat Feb 07, 2009 12:00 pm 
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Ah, I wasn't aware. Sorry if that was presumptious. :p

But yeah, that does seem like a good jump. Of course, the sugar content in donuts would be a lot higher than in the candies already present in the game. Not just for balance, but realistically speaking as well.

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 Post subject:
PostPosted: Sat Feb 07, 2009 12:37 pm 
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A couple of people have talked to me about donuts, and I agree that it's an important piece of sugar to include. One of the reasons I haven't yet is because I haven't decided whether it'd be better to just have a few options, or to make is a full-blown crafting setup: start with the base, pick filling, pick glaze, pick extra stuff (sprinkles, say), and put it all together.

I could see crafting being fun, but I could also see it being something that's kind of overkill. Especially since sugar doesn't have that great of a range in values--two boston cremes with sprinkles are going to max out your sugar and only give you maybe an extra five minutes over eating six donut holes. Does the flavor (pun intended) of the process really give anyone enough enjoyment to make it worth hours of coding that could be spent on, say, making part of another quest?

Also, there's the matter of realism. Donuts are so prevalent in the real world, I think many people would have trouble with the suspension of disbelief required to position donuts as an expensive or difficult item to acquire.

So that's why I've been sitting on the idea for a while. When I get a lot of one hand/other hand/third hand scenarios, I like to just let them sit for a while, until either one wins out, I get inspired, or some other idea intersects with it and gives me what I needed to make it work.


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PostPosted: Sat Feb 07, 2009 1:24 pm 
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I can see the crafting aspect of it being interesting and fun, but (and I hate to use KoL references, but bear with me) I keep thinking of when Sushi was rolled out on KoL. It's neat, but to be honest it's a horrible nuisance with little gain. I've spoken with others who agree with me.

I don't think donuts need to be made rare, but they should have varying degrees, just as other sugar already does. For instance anyone can get some gumballs with ease and get a small boost to their bedtime, but if you take the time to collect the harder (but not impossible) to obtain stroopwaffels, you get a bigger bonus. Donuts should work the same way. You could have a set of weaker donuts sold somewhere like the coffee shop that are like an improved gumball, and then something that acts as the sugar equivalent of a Mister Tea: awesome boost, but only obtainable at certain times or at a certain rarity.

Also, like I said in my previous post, having certain donuts give just a little extra time but a nice effect could be a way to balance it. Again with the jelly donut example- Maybe it gives barely more time than a gumball, but you get the added effect Jelly Hands, which could do... something.

I dunno, I just know now I want some real donuts. @_@

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 Post subject:
PostPosted: Sat Feb 07, 2009 8:59 pm 
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Seems that having Donut Crafting would be a pretty neat thing. You could buy the ingredients from the Scuzzy Convenience Store at the University, and put them together using your Mini USB-Powered Hot Plate in your hideout. With multiple crafting included, it would be relatively easy to whip up a month's supply of donuts. It would add more to the hideout, be a (very) minor chip sink, and could be reasonably fun, especially if they fell in somewhere between Eyeball Gumballs and STROOPWAFEL.

Actually, it could even use a Recyclonizer-style interface where you toss in all your ingredients, and pick what you want. Could be quite handy in a retcon environment where you don't have Stroop access, but want something better than gumballs.

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 Post subject:
PostPosted: Sat Feb 07, 2009 11:04 pm 
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Stroop access.

Huh.

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 Post subject:
PostPosted: Sun Feb 08, 2009 1:52 am 
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I don't think donuts need to be made rare, but they should have varying degrees, just as other sugar already does. For instance anyone can get some gumballs with ease and get a small boost to their bedtime, but if you take the time to collect the harder (but not impossible) to obtain stroopwaffels, you get a bigger bonus. Donuts should work the same way. You could have a set of weaker donuts sold somewhere like the coffee shop that are like an improved gumball, and then something that acts as the sugar equivalent of a Mister Tea: awesome boost, but only obtainable at certain times or at a certain rarity.

Couldn't agree more. Although I like the creation idea, it just isn't believeable enough to work. I'm going to blow a ton of chips and time (real or otherwise) in order to get a 20 min item? Particularly at the harder levels it's just easier to hunt for Strop at that point. Additionally I long for additional quests, so that probably has something to do with it.

My two cents.

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 Post subject:
PostPosted: Sun Feb 08, 2009 3:05 am 
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A more feasible way of setting this up would be sort of like a Recyclonizer and computer mixup, where you just need supplies to create said donuts. Sort of like the staff maker in KoL. Just bring all the supplies and make them all at once.

Maybe you should have some recipes based on several items at once besides the computers? Or reimplement that, because it could be really neat?

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 Post subject:
PostPosted: Sun Feb 08, 2009 11:00 am 
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or have donuts be a completely nonsugar mechanism

you try to gobble down another Soggy Creme(tm) donut, but you stop yourself just in time to tell yourself to stop indulging so much, after all, one should only have so many donuts in a single day.

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 Post subject:
PostPosted: Sun Feb 08, 2009 12:04 pm 
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I'm pretty sure Ryme doesn't want to make /another/ consumption type :p


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 Post subject:
PostPosted: Sun Feb 08, 2009 12:09 pm 
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Why not? KoL has 3. It's possible to finagle a new one in.

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 Post subject:
PostPosted: Sun Feb 08, 2009 12:13 pm 
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3? I've been gone too long I guess. I remember... Food and Booze...


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 Post subject:
PostPosted: Sun Feb 08, 2009 12:15 pm 
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Spleen.

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 Post subject:
PostPosted: Sun Feb 08, 2009 8:58 pm 
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If we're going to add a third type, I would say methamphetamines or other stimulating drugs. Donuts are too close to sugar to deserve their own category.

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 Post subject:
PostPosted: Sun Feb 08, 2009 9:54 pm 
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Agreed.


And that stuff could be /real/ black market items.

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 Post subject:
PostPosted: Sun Feb 08, 2009 10:10 pm 
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Thematically: Why is a super hero doing drugs? Caffeine's one thing, but meth? Also, that's kind of a bad model to set. Not to mention Ryme wants to keep the game relatively safe for minors, yeah?


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 Post subject:
PostPosted: Sun Feb 08, 2009 10:13 pm 
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Well, Underdog was a dope-fiend. Technically, so was Captain America, and Tony Stark was a lush. I mean, substance abuse isn't unheard of when it comes to super heroes. And we already have White Pills...

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 Post subject:
PostPosted: Sun Feb 08, 2009 10:19 pm 
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And the white pills also have a bad side-effect and aren't good enough to really be considered over most other easy methods. Just saying, a whole 3rd category with items like that wouldn't really be impressive. The model thing is a serious issue, though. I'm not saying anyone who'd do meth would get their start from TH, of course. It just... seems kinda idiotic to me. Probably because I know lots of people, including family members, who have been on meth and all kinds of other drugs.


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 Post subject:
PostPosted: Mon Feb 09, 2009 12:22 am 
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Yeah, drugs aren't really advisable, I'm sure. Maybe something else that can have as much intricacy (through chemical mixing)?

In any case, Ryme could just go the "special way of making stuff" for sugar/caffeine, like sushi in KoL.

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 Post subject:
PostPosted: Mon Feb 09, 2009 12:28 am 
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Or, all of them could have effects like Utter Wretchedness. You takes your chances and you pays your dues.

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 Post subject:
PostPosted: Mon Feb 09, 2009 9:26 am 
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I can't say I like the drug idea, or the idea of a third consumption factor... at least not this early into the game's production. Especially since your turns are capped at around 7 AM everyday except Fraday anyway, so having a third factor to juicing up your turns would be pointless on a day-by-day basis.

Like I said, donuts could have their own "crafting" segment like sushi, but again like I said... sushi seems to have been met with general discontent. Now if the benefit of donuts was higher than current, easier to obtain sugars, taken into context with the time and resources needed... then I'd say it's a go (since sushi was frowned upon for not being very resource-friendly and not providing a great boon in the end).

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 Post subject:
PostPosted: Mon Feb 09, 2009 10:53 am 
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I forget what the exact turn per day maximum is right now, haven't kept up with the best stuffs or calculated the possibility with the new sugar stuff, but I think more could be put into making new items for caffeine scene... Haven't had much for it in awhile since the exigen's, and they're already infeasible in price pretty much.


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 Post subject:
PostPosted: Mon Feb 09, 2009 9:03 pm 
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Voice wrote:
Like I said, donuts could have their own "crafting" segment like sushi, but again like I said... sushi seems to have been met with general discontent.
Probably because sushi was created as a way to make players jump through dozens of hoops to get a horribly broken familiar. Once you have your dragonfly fish (or whatever it's called), there's no reason to ever eat sushi again. If donuts were made to be roughly the quality of sugar substitute, there would be plenty of reason to use them just for that.

After all, hi meins have a special crafting mechanism and they're a staple of high-end consumption.

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 Post subject:
PostPosted: Mon Feb 09, 2009 10:40 pm 
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Satan wrote:
I forget what the exact turn per day maximum is right now, haven't kept up with the best stuffs or calculated the possibility with the new sugar stuff, but I think more could be put into making new items for caffeine scene... Haven't had much for it in awhile since the exigen's, and they're already infeasible in price pretty much.


This, this and this, Mr. Lazy.

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 Post subject:
PostPosted: Tue Feb 10, 2009 11:07 am 
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I was more talking about like, time reduction on turns. I know about the shoehorn, but I don't know if any of the other new items had it.


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 Post subject:
PostPosted: Tue Feb 10, 2009 11:50 am 
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Come on Satan. You go tell me to use the wiki and you can't use it yourself? Stop asking for help. This.

Basically, "hammer time".

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 Post subject:
PostPosted: Tue Feb 10, 2009 11:54 am 
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I didn't say I wasn't going to look them up eventually. I'll get to it when I get around to making all the new items.


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