Curse of fragility

The tool has a random chance to break based on its durability.

Let’s say durability is constrained in range 0 <= D <= 1. The basic linear chance would then be (1-D). Then a growth function could be added on top (e.g. chance f D = f(1-D), chance (**2) would be (1-D)^2), so that the chance is configured for developers/item specifically.

Leveled curse of vanishing

(lower effects add to the higher ones)

  1. The current curse of vanishing: player dies - item disappears.
  2. If an item is dropped in general, it disappears. // note: it can still be placed inside of item frames, etc.
  3. a) If an item is armor and is taken off, it disappears.
    b) If an item is placed inside of a storage unit, and then the storage unit is closed, it disappears. (it disappears from item frames immediately)
  4. If an item’s slot is changed after it was transferred to the player, it disappears.
  5. It disappears [e.g if you enchant in the nchanting table, there’s no output and the input is gone]

Curse of illusion

The item in an inventory shows as being swapped with a random slot, picking the wrong slot will take the actual item in there and shuffle the item with a curse with another slot.

Curse of shapeshifting

The item mimics another item, by its texture and description. It acts, however, like it normally is.

Curse of insignificance

The objects containing the item behave like the item does not exist: The item shows up invisible, only becomes visible when you pick it up (LMB), when you place it it is only visible until hover is lost (allows you to read the item description). When a visible item is placed on that slot, the invisible item is destroyed and never seen again. When thrown out, only the item shadow is shown.

Curse of binding variations

a) when an item is placed into any slot, it cannot be removed or moved anywhere else (unless the parent is destroyed obviously)
b) when a slot containing the said item is focused on a hotbar, it cannot be unfocused and the item cannot be moved [optional: except to offhand]

Unknown curse

Basically one of the curses but with the name hidden.

  • ThatOneKirbyMain2568@kbin.social
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    1 year ago

    I think these curses have the same issue as the two currently in the game: they either make the item unusable or don’t matter.

    Ideally, curse should balance out an otherwise really good item. For example, a well enchanted iron chestplate would be a bit too powerful for a shipwreck, but if you add a curse or two, it becomes a lot more balanced and interesting. However, this doesn’t work if the curse doesn’t matter or makes the item worthless, which the current curses do.

    Curse of Vanishing straight up doesn’t really matter. Sure, it won’t last as long, but during the time the item is around, it’s just as useful as if it didn’t have the curse. A diamond pickaxe with Efficiency II and Curse of Vanishing is still going to be better than an unenchanted diamond pickaxe because the curse doesn’t matter until you die, at which point you just grab the pickaxe you were using before and use that instead. The Curse of Shapeshifting you suggest is like this. It’s funny, but it’s a complete non-issue once you figure out what the item is.

    The other curses you suggest, however, are more like Curse of Binding — they make the item pretty much unusable. Curse of Illusion, Curse of Insignificance, the Curse of Binding variations, and the higher levels of Curse of Vanishing all seem extremely annoying. They don’t create an interesting tradeoff; they just make the item straight up worthless.

    Why not have swords with lower attack speed or armor that slightly lowers your movement speed? These are much more reasonable curses that could actually balance out enchantments on an item without overdoing it or not mattering. If you get a bow early on that has Power II and Punch I but Slow Draw II, it’s still a reasonably viable weapon, but it’s definitely not near as useful as if the curse wasn’t there. If you later get a bow that just has Power II, you’d need to genuinely to consider whether it’s better or worse than the cursed bow you have. This is what I think curses should do — provide a reasonable tradeoff that balances an otherwise slightly overpowered item.