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#51 |
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Prophet
Join Date: Dec 2009
Posts: 4,761
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Penalizing your stealth is a pretty big penalty in the early game; you don't have any escapes to speak of and you can't tackle out-of-control breeders very well, so letting everyone know you're there is not a good idea.
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#52 | ||
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Apprentice
Join Date: Apr 2012
Posts: 64
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-questing, NPP -wilderness, zang -random speed + LOS (heng) Not to mention the big ones like : -persistent dungeons, heng -main story/quest rewrite, tome Moria for example still has a maintainer but isn't being developed in any sense, but it was developed into uMoria which was developed into Angband, then to Pern, then to TOME. But to be quite frank, this is an unpaid volunteer service, demanding that anyone do anything is kind of retarded. The reason there is rarely (if ever) any civil war on these issues is that no one is really that passionate to actually make that step and simply "do it right" themselves. The development versions basically take the historical organized patches and micro-variants make an organized and systematic effort of beta testing. Huge amount of effort, I am rather surprised that it is happening for such a project, especially if it can be maintained for any length of time. It is obvious that those involved have a huge passion for the game (or lots of OCD). Quote:
In regards to the store, the balance has to be there to hard code it anyway, you are simply making the restrictions optional. But again, to option or not to option is just a matter on population size in both camps.I don't like the move towards a more restricted ironman type game, while I play ironman and had one of the first winners I don't like just ironman. |
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#53 | |
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Swordsman
Join Date: Apr 2008
Location: Germany
Age: 44
Posts: 354
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Strength would be a nice boost for sure, but if your looking to give it a penalty of the same order, it would again become junk. The mixed blessing item needs two plusses and one minus, to compete with the basic item of one plus. I actually like the str/stealth tradeoff; in particular, the original str ring is always an upgrade because of the sustain. Such a str/-stealth dog ring would be used by most of my characters and not squelched, and so be about as good as a reckless attack ring. |
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#54 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,722
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I actually liked the combat bonuses it had before. Kind of competition with Reckless Attacks, where you decided which to use based on how much excess AC you have. If you had plenty of AC it was RA, if not then it was Dog. How about Ring of Cat? Small speed and To_hit bonus with small CON and big to_dam penalty? IOW ranger ring? |
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#55 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,304
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I'm probably responsible for this. I thought that the rings were too similar. Maybe that was a bad decision, and we can revert it after 3.4 if that is desired.
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#56 | |
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Prophet
Join Date: Dec 2009
Posts: 4,761
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I like the "boost one stat, penalize another stat" idea. They could be sort of the ring equivalent of the swap-stat potions. Only thing is that CON is kinda irrelevant in the early game when these would be used, so that limits us to modifying STR, INT, WIS, and DEX. +STR, -INT ("Ring of the Bear" / warrior ring) +INT, -WIS ("Ring of the Ferret" / mage ring) +WIS, -DEX ("Ring of the Owl" / priest ring) +DEX, -STR ("Ring of the Mouse" / rogue ring) |
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#57 |
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Adept
Join Date: Sep 2010
Posts: 222
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If you're moving away from store-bought items, are you also going to do away with gold drops and the cash mini-game completely? Because if there's going to be nothing worth buying, why are we fiddling with gold? Let me pick some starting kit from a list, and drop some random consumables on the ground every time I recall.
Maybe I'm the only one, but I deeply enjoy finding a vital piece of kit in the Black Market and actually having the money to buy it. It feels like a reward for running around picking up all those $ symbols. By extension, that makes a pile of mithril or adamantite exciting -- maybe I can afford that next stat potion, ego weapon, or whathaveyou! Granted, this experience is more of an early-game thing -- but I still find it rewarding. |
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#58 | |
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Prophet
Join Date: Dec 2009
Posts: 4,761
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1) Not send the player scurrying back to the town every time they have a full pack. 2) Not need to rely on the shopkeepers to ID early items. 3) Not hand out powerful items at excessively cheap prices (i.e. powerful stuff only goes in the Black Market) Item 1 can only really be accomplished by turning on the no-selling option, but 2 has been largely accomplished by making ID-by-use safer, and 3 is basically accomplished in my experience; the non-Black Market stores will have slightly enchanted gear but they'll rarely have an ego-item, let alone a powerful one. |
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#59 | |
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Adept
Join Date: Sep 2010
Posts: 222
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And I don't rely on ID-by-shopkeeper except on early items whose type isn't made plain on use. i.e. those pesky Potions of Boldness or Wands of Trap/Door Destruction that I have tried a couple times and not figured out. |
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