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Search: Posts Made By: etaomyx
Forum: Vanilla June 20, 2009, 02:12
Replies: 187
Views: 43,528
Posted By etaomyx
Ah I see, my example referred to a 4x4 grid...

Ah I see, my example referred to a 4x4 grid system, sorry for not be more specific. I had thought the 2x2 system had been abandoned already; as you say, it suffers from potentially discontinuous...
Forum: Vanilla June 20, 2009, 01:30
Replies: 187
Views: 43,528
Posted By etaomyx
Hmm, so we differ on the tile I marked ?. But the...

Hmm, so we differ on the tile I marked ?. But the slope of the line between the centers of @, ? is 16 / 4 = 4 / 1. And the slope of the line connecting @ with the lower-right-hand corner of the wall...
Forum: Vanilla June 20, 2009, 00:32
Replies: 187
Views: 43,528
Posted By etaomyx
Please correct me if I am wrong (this example was...

Please correct me if I am wrong (this example was done by hand), but with 50% walls:


######
#xxx.#
#x.x.#
#x#..#
##...#
#@...#
######
Forum: Vanilla June 20, 2009, 00:09
Replies: 187
Views: 43,528
Posted By etaomyx
In my understanding, any field-of-view system...

In my understanding, any field-of-view system which relies on testing for the existence of an uninterrupted centre-to-centre line over a discrete grid will have the problems I have alluded to. You...
Forum: Vanilla June 19, 2009, 10:01
Replies: 187
Views: 43,528
Posted By etaomyx
Mmm, okay, but then there can be weird gaps in...

Mmm, okay, but then there can be weird gaps in the field of view, like:


.......
.@.....
...#...
..... .
.......
Forum: Vanilla June 19, 2009, 08:59
Replies: 187
Views: 43,528
Posted By etaomyx
Yep, that's what I had thought. But it also means...

Yep, that's what I had thought. But it also means that rubble would need to be treated differently than walls for LOS, and some occasional strangeness when using stone-to-mud or encountering...
Forum: Vanilla June 19, 2009, 08:38
Replies: 187
Views: 43,528
Posted By etaomyx
Apologies if I have misunderstood, but in cases...

Apologies if I have misunderstood, but in cases like


............ ........
.@.###.....M or .@......
............ .....#..
............ ........


1. Is M visible?
Forum: Vanilla June 13, 2009, 02:22
Replies: 46
Views: 12,989
Posted By etaomyx
Indeed. I can see that there are good points...

Indeed. I can see that there are good points about both strategies; it really just comes down to which produces the best gameplay. My main problem with the "buyout" mechanism at the moment is that it...
Forum: Vanilla June 10, 2009, 10:13
Replies: 46
Views: 12,989
Posted By etaomyx
No. The buyout button allows the player infinite...

No. The buyout button allows the player infinite quantity with a price drawn from a fixed distribution. Inelastic supply occurs where supply is actually inelastic i.e. quantity is invariant under...
Forum: Vanilla June 10, 2009, 09:23
Replies: 46
Views: 12,989
Posted By etaomyx
Allowing players unlimited supplies by buying...

Allowing players unlimited supplies by buying every item might penalise the player for excess demand, but beyond that it makes no economic sense whatever. Why should you buy unrelated goods in order...
Forum: Vanilla June 8, 2009, 00:22
Replies: 46
Views: 12,989
Posted By etaomyx
Wow, great discussion! I'm glad this idea is...

Wow, great discussion! I'm glad this idea is being contemplated. My thoughts:

1. I like geometric prices (in particular, doubling), as I mentioned on the other thread. You could track the number...
Forum: Vanilla June 7, 2009, 04:25
Replies: 42
Views: 9,009
Posted By etaomyx
No, I don't, and I am suggesting a possible...

No, I don't, and I am suggesting a possible alternative to the current restocking mechanic: instantaneous restocking of individual item categories, accompanied by price inflation. Sorry if that was...
Forum: Vanilla June 7, 2009, 02:30
Replies: 42
Views: 9,009
Posted By etaomyx
I really believe that the best solution would be...

I really believe that the best solution would be to restock most/all categories of stackable items immediately when the item is depleted, but at strictly higher prices than before (roughly doubling...
Forum: Vanilla May 3, 2009, 03:10
Replies: 29
Views: 7,529
Posted By etaomyx
I do not think anyone is saying that Teleport...

I do not think anyone is saying that Teleport Other makes the game too easy. Only that it is unusually cheap and universally effective as compared with similar spells, and using it to completely...
Forum: Vanilla May 2, 2009, 23:40
Replies: 29
Views: 7,529
Posted By etaomyx
Well spoken. Sleep should be a legitimate...

Well spoken. Sleep should be a legitimate strategy for escape, confusion and slow should help stop monsters getting too close, and teleport other should remain useful for dispersing monster packs...
Forum: Vanilla May 2, 2009, 06:21
Replies: 29
Views: 7,529
Posted By etaomyx
Fair enough, I certainly agree with others that...

Fair enough, I certainly agree with others that sleep, confusion and fear are all next-to-useless later in the game. I just think the discrepancies should be removed: if you want to delay direct...
Forum: Vanilla May 2, 2009, 04:24
Replies: 29
Views: 7,529
Posted By etaomyx
I would like to disagree. I think making TO'd...

I would like to disagree. I think making TO'd monsters more aggressive would be far too confusing - might it not be unclear why an orc you encounter later on is so much faster than the others...
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