#Return Expired Medicine

1 messages · Page 1 of 1 (latest)

hidden viper
#

Now for it to be balanced it will have 2/3 chance to get 2 charges and 1/3 to lose 1 charge. (+1 charge on average)
Though you can make other plausible odds.

#

(Fuck, it can be improved)

crude vine
edgy arch
#

I dislike the expired medicine because you have a 50% chance to replenish most of the damage taken, which is unfair to everyone else, and 50% to just giving you one damage, which is unfair to you. I don't know how many times I've been shooting the dealer, and him healing off this thing EVERY SINGLE TIME while slowly chipping away at my health while I'm struggling to get sigarettes and getting 0 luck in expired medicine. I don't think it should be added to multiplayer, and honestly I think it should be completely removed or reworked in some way. For now it's way too polarized. It's either a zero skill damage nulifier or a shovel digging your grave even deeper.

charred parcel
#

It has the potential to make rounds way too swingy, I think. That was a solid reason to remove it. You can change the outcome of the entire round with it, with no real strategy involved.

hidden viper
# edgy arch I dislike the expired medicine because you have a 50% chance to replenish most o...

That is what it should be.
I just want it to have 60% chance of getting 2 hps to make it better. Because, back then, I guess, I was using it mostly in situations when I was on the edge of dying and not using could give the same 50% of surviving.
I can't even see me using it when I would have 3 hps...

Items give advantage, and that one does one too. It's not something actually imbalanced, it's just your luck. Getting 2 hps seems powerful, but losing 1 with such a high chance of 50% is balancing it. When it was 40% of getting 2 hps, it was actually usable only in situations of your survival when you'd have even less chances of surviving without using it.
If I calculated correctly, it gives you 1.5 hps on average. It's better than cigarettes, but there's high probability to lose additional charge.

edgy arch
# hidden viper That is what it should be. I just want it to have 60% chance of getting 2 hps to...

Then you would have a 40% chance of losing one health. That would feel even worse. Look, I'm okay with the luck like normal shotgun - you know how many shots are blank, how many are live, and you do stuff accordingly. It's okay to get unlucky once in a while - but the difference is, if you're unlucky - you lose one health by shooting yourself. If you're unlucky with the medicine, you lose 3 (difference between 2 and -1). Let's say me and the dealer both have 2 hp. I take a medicine and fail, getting 1 hp left. Dealer uses the medicine and gets 2 hp and he's back to full. There is literally nothing I could have done. I think the whole idea of giving an item a chance to be successful with such a large range of outcome is flaud.
edit: Dude, I don't care about the average. If there was a 1% chance of death with 99% chance of full heal, that would technically be a good trade off, but it would suck ass to die immediately. I know it has value, yet I'm talking about a completely different aspect.
edit 2: wtf do you mean 1.5? The average is 0.5 which is less than cigarettes

hidden viper
# edgy arch Then you would have a 40% chance of losing one health. That would feel even wors...

In your situation with both players having 2 charges it is still quite vague who's gonna win. I just say that it is quite balanced - it does not give an overwhelming advantage with only 2 charges received, and there's always a chance of losing one charge. It works really well, especially when shooting yourself 90%+ of the time is harming, so that you can't really have shooting yourself experience (the "usual" gameplay).

Yeah, I calculated it right but typed another number. Then it should be balanced.

(-1∙1/3)+(2∙2/3) = 1

edgy arch
#

You're telling me it should damage you for 1 or heal you for 4 or what smh. Yeah, make it more unbalanced then it already is.

stark osprey
#

I think that expired medicine should have a 50% chance of healing 2 charges, and a 50% chance of ending your turn immediately (but no change to health)

stark osprey
# stark osprey I think that expired medicine should have a 50% chance of healing 2 charges, and...

I first thought that maybe expired medicine should have no downside at all, but then there would be no reason not to use it and it would just be a more rng version of cigarettes. I figured that skipping your turn instead of losing 1 charge would be a reasonable middle ground. I might be wrong about that last statement, however I think it would be a good idea to reduce the punishment for failing expired medicine.

hidden viper
stark osprey
#

Perhaps expired medicine should be added back in as a rarer item (appearing once or twice per round). Then buffing it would make more sense, and its rng would be less annoying since you aren't using it as often.

open mauve
hidden viper
edgy arch
mellow quartz
edgy arch
#

You are all confused about what the issue is

summer anchor
#

i felt like it's not a good idea especially since it can prolong the round more lol
and idk but this is the only pure luck based item. the others like phone is still not a bad thing since it doesn't have disadvantage using it, nothing to lose basically
and if you don't want this item, it's basically a waste of space or die. i know this game is supposrd to be fun time, but when you felt bit competitive one would be damned to gamble yourself on this one when you already gamble on other stuffs