Report 672

Report #672
Skillset: Brewmeister Skill: AmberMalt&DarkMalt
 Org: Nekotai Status: Completed Sept 2011
Furies' Decision:
We will review alcohol tolerance, but do not like the idea of increasing the
defence's duration.
Problem: Brewmeister AmberMalt confers 5 DMP to "All" resistances and DarkMalt 5
DMP "All" buffs at base level. Additional DMP is available with increased levels
of drunkenness (upwards of 20 at the most toxic levels). These brews were
previously bugged and did not impact sobriety. Now the combination of alcoholic
content with the a 1-minute def time have rendered Amber/DarkMalt practically
useless. Drunkenness build far too quickly. There are few means to mitigate
inebriation upon drinking: Dramatics Sobriety, the dingbat artie Charm of
Clangoru, and racial tolerance (which also increases ALL DMP resistances with
inebriation). HELP DRINKING mentions player level and regular drinking. Once a
certain threshold is surpassed, tolerance may be gained once per IG month. Half
of this will decay at the start of the next month, making tolerance slow to
raise. Tolerance causes a chance sipping will have 0 alcohol rather than
reducing alcoholic amount per sip. This report aims to increase the duration at
which a Amber/Dark base 5 DMP can be sustained before becoming too inebriated.
To clarify, I am not presently seeking any change at which additional DMP can be
gained from increased levels of inebriation.
[A: 0 R: 0] Solution #1: Review alcohol level of AmberMalt and DarkMalt IN
 ADDITION to increasing defense time (somewhere in the
 range of two- to five-minutes).
[A: 0 R: 0] Solution #2: Introduce a new skill in either Discipline or
 Discernment to assess alcohol tolerance. This could
 either be quantitative (such as SHIP PROFICIENCIES)
 or qualitative in nature (such as sobriety in
 STATUS). This would help manage tolerance levels
 given daily skill rot mentioned in HELP DRINKING.
[A: 0 R: 0] Solution #3: Introduce a new skill PartyTattoo (pending a better
 name) that will provide a level 1 alcohol resistances
 for 100-weight. If there are too many tats, replace
 EnchantedTattoo with this new skill.
Player Comments:
---[Talan on 8/11 @ 15:37 writes]:
Prefer solution 1, of these, though I feel like one or the other would suffice.
Ideally you should be able to keep one of these defenses up for maybe half an
hour before you notice negative effects. It should not be possible to keep them
up perpetually without incurring some negative effects.
---[Janalon on 8/12 @ 04:31 writes]:
Agreed. Ran Amber under a def keepup mode. Noticed fumbliing within 5 minutes,
and was too inebriated 35 minutes later (and that was with Charm of Clangoru +
Dramatics Sobriety). Also agreed that there should be some buildup of alcohol
level to force option between Amber OR Dark. It looks like alcohol tolerance may
be bugged (read HELP DRINKING). There are some invisible mechanics going on.
Hence, I would like to change my solution 2 from "Dramatics Sobriety should
halve fumbling rate, as Dramatics Drunkard introduces fumbling while sober. This
should help manage lower levels of drunkenness." to "Introduce a new skill in
either Discipline or Discernment to assess alcohol tolerance. This could either
be quantitative (such as SHIP PROFICIENCIES) or qualitative in nature (such as
sobriety in STATUS). This would help manage tolerance levels given daily skill
rot mentioned in HELP DRINKING."
---[Raeri on 9/17 @ 02:48 writes]:
Solution 1, possibly in addition to solution 2
---[Janalon on 9/27 @ 03:05 writes]:
Tolerance training is no fun at all. Every morning i wake up and drink till I am
smashed, and then manse-sit till sober. Since it is a blind mechanic, I am
unsure how much tolerance I gain each day or how much is lost to daily skill
rot. I am playing into a blind mechanic. IF the admin's vision is to balance
Brewmeister Malt's off accumulated tolerance, then please implement Solution #2
with a strong consideration for Solution #3.
---[Veracruz on 9/27 @ 03:10 writes]:
I agree Raeri, 1. it needs to be looked at and the time increased and 2. It
could use a bit more in depth relations going on with it to show and promote the
aspects to brewmeisters so that they'll be more appealing.
---[Janalon on 9/27 @ 03:14 writes]:
Inebriation gains too quickly for maintaining 5 All DMP on one Malt defense over
any period of time (two Malt defense is insanity). Either Malt doesn't give
enough DMP for burst offense/defense once weights are applied. Attaining the
higher tiers of 10, 15, and 20 DMP come with being unresponsive and falling down
drunk. There's no "armadillo" approach in that (in either solo or group
setting). Tolerance, Charm of Clangoru, and Dramatics Sober haven't mitigated
the heavy alcohol of Dark or Amber. IF the administrative vision is to maintain
one defense over a short period of time (defined as 30 mins to one hour), then
implement Solution #1.