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Remove downed effect form stepping on mechanical_fluid field #47851

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merged 1 commit into from
Mar 5, 2021

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Fris0uman
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Summary

Balance "Remove downed effect form stepping on mechanical_fluid field"

Purpose of change

Risking falling over from stepping on oil on any surface seems very cartoonish

Describe the solution

Remove the downed effect from stepping on oil field

Describe alternatives you've considered

Testing

  • get katana
  • spawn polic bot
  • attack bot
  • bot bleeds oil
  • step on oil repeatedly > nothing happens

Additional context

If I'm wrong and this effect actually makes tons of sens I'll just close the PR, but I wanted to do the work instead of just grumbling about it.

This obsoletes #47850

@NickGrease
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NickGrease commented Mar 3, 2021

I've done enough roadside oil changes to know asphalt (road) + oil is quite slippery, sidewalks not so much, but probably depends on how worn (smooth) the sidewalk is. A laminated floor (say mall) absolutely you're going down. Wet grass, watch some soccer/handball in the rain, can't imagine oil would make it less slippery. Dirt or gravel, no, I can't see slipping on that.

Edit: Just caught your fork name and it made me reconsider. Maybe if the character is walking, remove the possibility of slipping, but running, pushing/pulling heavy loads, fighting on oil, I believe should allow for the possibility of slipping.

@actual-nh
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Some effect of Dexterity would be appropriate.

@NickGrease
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Some effect of Dexterity would be appropriate.

Every time a game mechanic is RNG linked to a skill: My Dex 20 Character 😆

@actual-nh
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Some effect of Dexterity would be appropriate.

Every time a game mechanic is RNG linked to a skill: My Dex 20 Character 😆

I had in mind adding Dex to 12 to get the "y" for x_in_y, thus definitely having the possibility of a high-Dex character still slipping. (As you pointed out earlier, it should also be linked to movement rate, possibly exertion level, and the surface in question.)

@Fosheze
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Fosheze commented Mar 3, 2021

This is something that depends entirely on footwear and the surface that you are moving on. I've walked through plenty of hydraulic fluid and oil and I've never slipped because of it. But at the same time, every time I had done so I was wearing proper work footwear. Someone in slippers, flipflops, loafers, etc. might have more of an issue but I still don't imagine it being as bad as it currently is. All in all it should definitely be changed but I could still see slipping on oil being a thing if certain conditions are met.

I think the larger issue is how much oil these most machines in game produce. I've seen completely blown hydraulic lines on a running skid steer produce a smaller puddle than a shot eyebot does in game. Most machines I shoot cover at least 3 tiles with oil and with a tile being one square meter that ends up being more oil than many vehicles contain.

@actual-nh
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This is something that depends entirely on footwear and the surface that you are moving on. I've walked through plenty of hydraulic fluid and oil and I've never slipped because of it. But at the same time, every time I had done so I was wearing proper work footwear. Someone in slippers, flipflops, loafers, etc. might have more of an issue but I still don't imagine it being as bad as it currently is. All in all it should definitely be changed but I could still see slipping on oil being a thing if certain conditions are met.

How fast were you walking? I can manage to walk on ice reliably enough that my spouse claimed I was part penguin, but it definitely slows me down.

I think the larger issue is how much oil these most machines in game produce. I've seen completely blown hydraulic lines on a running skid steer produce a smaller puddle than a shot eyebot does in game. Most machines I shoot cover at least 3 tiles with oil and with a tile being one square meter that ends up being more oil than many vehicles contain.

Good point.

Another thing to note is that the current code makes the likelihood of slipping related to the intensity. What is intensity intended to be here? Thickness? That may make a difference on some surfaces (whether enough oil is on top for them for someone to slip on) but not all.

@kevingranade
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If someone wants to jump through the hoops to have this be more fully consistent, like basing the risk on properties of the ground surface and/or footwear and/or gait, they can revert this and do so, but in it's current state it's a bit too cartoonish.

@kevingranade kevingranade merged commit 74a732f into CleverRaven:master Mar 5, 2021
@Fris0uman Fris0uman deleted the banana_peel branch March 5, 2021 07:14
Malorn-Deslor pushed a commit to Malorn-Deslor/Cataclysm-DDA that referenced this pull request Mar 5, 2021
Malorn-Deslor pushed a commit to Malorn-Deslor/Cataclysm-DDA that referenced this pull request Mar 5, 2021
krazyfencer pushed a commit to krazyfencer/Cataclysm-DDA that referenced this pull request Mar 6, 2021
@Mister-Cultist
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while it is funny, it really does need some modifying to actually work well. Would love to see it come back in better shape.

@Nerdy314159265
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If someone wants to jump through the hoops to have this be more fully consistent, like basing the risk on properties of the ground surface and/or footwear and/or gait, they can revert this and do so, but in it's current state it's a bit too cartoonish.

Agreed. It's funny but kinda stupid when a robot corpse bleeds a little when you go to butcher it then you spend the entire butchery repeatedly falling down, and getting back up.

@Fris0uman Fris0uman mentioned this pull request Mar 4, 2024
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7 participants