GTNewHorizons / GT-New-Horizons-Modpack

New Modpack with Gregtech, Thaumcraft and Witchery
https://www.gtnewhorizons.com/
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Discussion on thaumcraft warp and balancing it #5643

Closed Prometheus0000 closed 2 years ago

Prometheus0000 commented 4 years ago

Refer to #5604

This is so the discussion on warp balance can be separated from the discussion on warp research specifically for BM.

People have brought up: altering the warp theory configs (currently the highest effect is 80, it can go to 200), adding new effects (such as weaker monsters than the wither, or more 'scary' stuff), whether having a wither spawn is balanced (would blow up your base, at least on SP), the fact that pure tear is all or nothing, adding other stuff to reduce warp somewhat (An easier version of the pure tear that reduces it by, say 5? Something like heart canisters that are equippable, stack, and reduce warp by 1/2/3/etc?), a warp ward potion (presumably easier to get than the salt, or longer lasting), the fact that machines that exist (soul brazier and the tumor) have serious bugs, the very high amount of warp due to large numbers of addons, that people don't use BM because of the warp, that people who aren't familiar with TC can easily screw themselves over with warp, and probably some I missed.

Rakdarian commented 3 years ago

As someone who really likes to have permanent night vision on, blindness is fucking annoying. like getting caught out in the middle of the night

Rakdarian commented 3 years ago

But more to the point, even with the more frustrating warp effects like swamp or decay, both of those can be ignored or mitigated with base construction and the like. Being able to pursue more powerful things before you really ought to is a real fun and fluffy way to play the pack. So far my only complaint has been with the one ring implementation where eventually youll get the warp effect of your player.data folder corrupting.

I spend quite a lot of time at high warp levels, for the most part it just changes how i build my bases.

McFrugal commented 3 years ago

Even Warp Theory effects go away, don't they? If they don't, that seems like a bug.

They do not. Because otherwise you'd just get all the warp, afk in a hole or something, and then never deal with it again.

Like I said, that doesn't work in the long run, because literally any warp-related activity will trigger a resurgence. The warp effects come back, and you'd have to wait several hours again to get them to go away.

An alternative to messing with Warp Theory's settings is to reduce the amount of researches that give warp.

Did you not see the link up at the top?

I did, but figured it was discussion related specifically to Blood Magic, since that's how you described it. If research-warp is already being reduced that's good; when will that happen?

I thought of another option though! Remove Warp Theory entirely. No way to reduce permanent warp, but the warp effects aren't as debilitating.

Prometheus0000 commented 3 years ago

Like I said, that doesn't work in the long run, because literally any warp-related activity will trigger a resurgence. The warp effects come back, and you'd have to wait several hours again to get them to go away.

That's why you do all the warp stuff at once. and make all the stuff that needs it. Until IV when you can make the tears.

I did, but figured it was discussion related specifically to Blood Magic, since that's how you described it. If research-warp is already being reduced that's good; when will that happen?

What? Read it. Dream said no.

I thought of another option though! Remove Warp Theory entirely. No way to reduce permanent warp, but the warp effects aren't as debilitating.

Serious suggestions only.

McFrugal commented 3 years ago

Like I said, that doesn't work in the long run, because literally any warp-related activity will trigger a resurgence. The warp effects come back, and you'd have to wait several hours again to get them to go away.

That's why you do all the warp stuff at once. and make all the stuff that needs it. Until IV when you can make the tears.

Right, and then you have to: A, never make anything that gives you warp when crafted and B, never fight an ethereal guardian.

I did, but figured it was discussion related specifically to Blood Magic, since that's how you described it. If research-warp is already being reduced that's good; when will that happen?

What? Read it. Dream said no.

You wanted me to read an apparently-unrelated discussion to get a single post from Dream about not reducing warp at all?

I thought of another option though! Remove Warp Theory entirely. No way to reduce permanent warp, but the warp effects aren't as debilitating.

Serious suggestions only.

It was serious. Warp Theory is a bandaid for excessive addon use that comes with a big injection of "screw the player". In the end it's only purpose in the pack is to solve problems it itself produces.

Prometheus0000 commented 3 years ago

It was serious. Warp Theory is a bandaid for excessive addon use that comes with a big injection of "screw the player". In the end it's only purpose in the pack is to solve problems it itself produces.

Dream would not agree to it, thus it is pointless to suggest. Plus I'd rather have WT in so I can clear the warp completely eventually.

Rakdarian commented 3 years ago

what gives you warp when you make it, i know theres stuff that warps you when you hold it/wear it or eat. but i dont think of anything

McFrugal commented 3 years ago

Unless it was changed, making Ichor gives you warp. Voidmetal gives warp when you craft items from it. So does making flesh golems. I'm sure there are a lot more things like that.

Rakdarian commented 3 years ago

huh, must not have noticed, i usually make tons of things out of voidmetal too

bedrill64 commented 3 years ago

Normal and temporary warp that you gain during certain activities should be totally neglected in the discussion, due to the fact how trivial it is to get rid of it using calming flux scrubber focus.

yukieiji commented 3 years ago

Warp will never ever be balanced if the way it's approached in this pack is "try to screw over the player for having high warp".

I don't think trying to screw over, because GTNH have been warned by both Quest and Research that Warp is dangerous. I think it's just self-imposed.

Prometheus0000 commented 3 years ago

You're supposed to be smart enough to not 'research all the things'. And you have impure tears if you do. There's definitely too much warp in BM, at least for the sigils, but most of it is just kinda spread around, but there's so many researches. And I have no idea why dream added it to the witchery researches.

repo-alt commented 3 years ago

The problem with impure tears is that you have to gain a lot of warp to make them. Especially in BM, but also for other ingredients.

McFrugal commented 3 years ago

Plus I'd rather have WT in so I can clear the warp completely eventually.

If WT wasn't in the pack, only vanilla warp effects would be present. You said those were nothing to worry about, so why would you need to clear the warp?

bedrill64 commented 3 years ago

You can get impure tears in less than 80 warp, no risk of withers, and you can reduce your warp below 50 with them, to be fair if you are not going all in, all you need is an altar which is not that much of a problem warpwise.

McFrugal commented 3 years ago

Why is the bot lying about this being fixedindev for "quite a while"? It literally just added the label. I am quite interested in exactly how this is fixed at all, since last I heard it was stonewalled.

DrParadox7 commented 2 years ago

While I do see an improvement with the changes brought forward, I don't believe these have been optimal.

Thaumcraft 4 and its addons do a great job on providing immersive options for making warp manageable and with the Warp Theory changes these inherent gameplay challenges have become a mere progression checkbox to the Pure Tear, making any interesting warp management implementation from every other mod obsolete.

My belief is that features should complement each other rather than override them completely.

Naturally I do agree that these wheezing levels of warp are far excessive but ultimately the issue falls largely in the near immutable levels of Permanent Warp.

Rather than have Warp Theory cleansing methods outright stomp all other methods it should instead compliments them by converting permanent warp into sticky warp.

My proposed changes would be:

/r Now, if only there were easy ways to remove temporary warp...

Theme: Effectively taking poison as medicine increasing temporary warp for more compatibility to depravity and madness. If we consider Permanent Warp as PTSD then let us consider the impure tear as embracing insanity. Sigmund Freud proposed that madness develops often as a self preservation mechanism for when reality becomes too much to bear with insanity taking its place reducing frequency of such episodes.

If the dissonance is too high the process will fail and a backlash of 5 permanent warp and 5 normal warp is given to the player and warp events ensue proportional to the difference.

Theme: The " just take this one ailment to cure ALL madness" is but a delusion. Warp is but a consequence of your own actions of not respecting that of which should be left alone. Redemption ought to be earned by first doing everything that is in your power to deal with the repercussions before seeking more permanent solutions.

Should be gated very lategame.

DrParadox7 commented 2 years ago

I've made a working prototype with the above defined changes found here: https://github.com/DrParadox7/WarpTheory

It still needs the messages and research notes re-written to mirror the changes implemented but it functions as described above from testing. I would like to preface that I am yet to be fully proficient in Java and having some more experienced eyes on it would be helpful to improve upon it.

McFrugal commented 2 years ago

The Pure Tear outright failing if your Normal Warp is too high seems like a nasty failure state. If you had too much Normal warp at that point, before the mirror, what would you use to remove it?

yukieiji commented 2 years ago

I think this Impure Tear change is OP considering that temporary and normal warp can be easily removed with Wand Focus:Flux Scrubber

DrParadox7 commented 2 years ago

The Pure Tear outright failing if your Normal Warp is too high seems like a nasty failure state. If you had too much Normal warp at that point, before the mirror, what would you use to remove it?

Wash off as much sticky warp as possible, clear all temporary warp and dump what you can in a Soul Brazier or similar before attempting.

DrParadox7 commented 2 years ago

I think this Impure Tear change is OP considering that temporary and normal warp can be easily removed with Wand Focus:Flux Scrubber

Its effectiveness is directly dependant on the players level of permanent warp. Currently, the impure tear removes a flat 5 permanent warp.

This implementation converts 1 permanent warp into 1 regular warp for every 25 permanent warp over 50.

This change would nerf impure tear at lower levels but buff it at higher levels (Between 0 to 26 Permanent Warp dependant on your permanent warp levels).

Because of this feature you’ll never be able to remove all warp with it as it only really works if you are impure with warp.

DrParadox7 commented 2 years ago

Ok, I've changed things a bit based on feedback received:

At Max Permanent Warp(667) this is 296 Permanent Warp converted.

IF Total Warp > 70: Clear Permanent warp exponentially to total warp ((75/Total Warp)^450) and backlashing with warp events equivalent to its benefit (Total Warp^2/500, Capped at 250 Warp). This backlash is reduced by half if under Warp Ward.*

IF Total Warp < 70: Purge all warp with no downsides.

Additionally recipe takes 3 primordial pearls, returned unpowered on infusion crafting (This persists even when recipe is Minetweaked).

Impure Tear vs Pure Tear: image

These changes make sub-200 warp attainable (dare I say a necessity with withers) without having to purge all warp.

Purging is still possible but requires more effort and progression from the player, aimed at rewarding those who managed warp well instead of benefitting all indiscriminately.

McFrugal commented 2 years ago

Looks pretty cool to me. Cleaning your warp becomes a process using many different items if you've got high warp (amulet, soap, bath salts, impure tears) and eventually a painful one when you swap to Pure Tears.

Cata-bre commented 2 years ago

While I'm happy with the new warp theory numbers, it really was just kicking the can down the road. You can research a bit more, but it doesn't address the core problem that pure tears are the best (and least interesting) way to remove warp. Your warp management suggestion looks great.

DrParadox7 commented 2 years ago

My main concern was the Pure Tear stepping over every other mechanic. These changes allow for it all to synergize well with all other contents.

For example:

  1. -Lots of Temporary Warp (addressed by Soap or Relaxing Tobacco)
  2. -Lots of Normal Warp to be washed off. (suddenly the Wand Focus: Flux Scrubber looks useful now)

The second part looks like a pain, until you unlock the amulet allowing you to clear off warp on the go while creating events.

What if you don't want warp events? Warp Ward buff until you're clean. The benefits still remain while under it unlike previously.

As it stands, this self-infusion has little impact if used legit (50 permanent warp is nothing when permanent warp is so prevalent in GTNH).

You can pick it up and try the changes here: https://github.com/DrParadox7/WarpTheory/releases

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