Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > AAR

Reply
 
Thread Tools Display Modes
Old June 5, 2012, 18:19   #1
CliffStamp
Apprentice
 
Join Date: Apr 2012
Posts: 64
CliffStamp is on a distinguished road
v4 - a few characters

I ran up a few characters to DL 80 in the current v4 just to see how it played out (warrior, ranger, paladin), this was actually clearing some pits, vaults, etc. and not simply taking ever stair down. Average game turns about 175+ k to reach DL 60-80 :

-Item descriptions are off, you can get a shield of resist fire but it has a bunch of other flags. There needs to be a way to get a sensible description, i.e., of elements if it has res fire + one other resist, etc. .

-Squelch as been broken by the new rune based ID as you can't squelch on runes.

-Bows seem broken, the description is pretty amusing, arrow that does 4.5 damage to normal, 1875 to evil, etc. . This ultra damage doesn't happen and in general they seem pretty low powered.

-+blows doesn't do anything, it would be broken on the mega dice weapon anyway if they actually increased finesse to that extent. You could end up with something doing 2-4 k a round easily. +blows needs to be +finess but restricted to lighter weapons and just scaled to give +blows.

-Some of the artifacts have odd finess, the thanc daggers (one of them anyway) has 0% finess.

-Consumables seemed decent in that by this time there was usually 1-4 combined scrolls of genocide/mass and two runs had a staff of *destruction*. There was usually 3-4 combined potions of *healing* and life. Based on that, unless you really power dive I don't think you would stall.

-High level books are artifacts, would not be pleasant with preserve off.

-The fuzzy item detection is really nice, it encourages exploring and prevents pure item scumming. Fuzzy monster would be similar. It would be nice to see this change with CL and magic item (and class / race influence).

-The weapon system seams just as lop sided as before. Previously you would get max blows, now you get max power. After you pass DL 60 you start to see enhanced dice on weapons and you will eventually end up with something like 5d15 with slays. You can end up with ~2 blows but the damage is way higher than a max blows weapon.

-The item generation is a bit wonky. I found BoS +18 and BoE +14 to speed. You can also get weapons generated which are too heavy to wield even with max strength.

-The insanely high plusses just look silly, Dagger of Slay Evil (+75,+115), etc. . There is no way the difference between +74 and +84 is going to make a decision difference these can all be displayed as before +8, +12. Just a cosmetic thing. Of course you get used to it very quickly, still the first time you see +50,+75 it is a bit exciting.

-There are still a lot of useless items. Staves of Evil/Power for example are too rare/deep. It would be nice if they were more common/lower but used CL+magic skill as the damage output, similar with healing, etc. .

-Exp penalties need to be much higher, I would like to have you reach CL 50 at DL 100, but you have to move extremely fast to prevent that from not happening. If you attempt to clear at all then you level very fast. For the upper classes paladin/ranger (duna/h-elf) the exp gains should be much lower as they are way more powerful than the base classes/races.

-Dragon scale armors have very low AC now, look at them compared to normal armor it seems off.

-There are WAY too many buffs now. For example quaff potions of brawn, nimbleness + toughness and get the extra damage + health (and for mages the temp int/con boost), for a unique. But if you try to carry these, + mushrooms + bless/heroism (superheroism/speed, PfE, etc.), etc. you have your inventory gone. It also isn't possible to store them at home and use them for awhile and then switch to another buffer as you build up a pile of them as the home inventory is so small.

-Along that line, since there are no enchant in the stores, you end up also piling them at home which decreases inventory again. Basically it ends up feeling very much like Ironman where you are using vs storing and can not developing for later.

-Regen seems to be very rare as one of the ego flags, I never had it with any character and it is annoying if you don't want to rest. One of the chars was a paladin who was always in the red on mana.

-Rings of the dog are now pretty useless, it would be nice it they activated for heroism (and then aggravate without the haste, just wake everything up) basically you just yelled out "Leroy Jenkins!!!" at the top of your lungs.

-Some of the mushrooms have insanely long times which you can not cure (halluc, etc.). If you are turn counting they could basically cause a restart, otherwise you just recall and wait.

-There are a glut of low level wands, staves, etc. . I ended up junking (when not selling) and just keeping the highest damage. It would be nice if they were combined i.e., wand of elemental bolts which would fire all bolts but each one did reduced damage so you would end up with similar damage overall on average, same for staves of slow, confuse, sleep -> staff of bewilderment which would attempt slow, confuse, sleep, but each at a modified chance. Similar drain life would turn into annihilation as cl and magic device increased, no two wands (rods?).

-Item drops that are good can now drop consumables, that is nice.

-Weapon damage is also off, as a weapon can have a slay and it doesn't show up in the description, some do, some don't.

-There are also lots of new rooms, little mini-vaults (contain all scrolls, or food items), new pits, etc. (some of these may be in non-v as well, I just noticed as I wasn't clearing before).

-It would be nice if you could just "buy out" the store to reset it. You can do this manually, it just is annoying to buy and then junk (or drop and resell if you are still trying to conserve money).

This is obviously pre-alpha, but a lot of work has gone into producing some pretty interesting features and there is some very imaginative and clean coding (the way HA is generated as a themed ego).

A few places for development :

-Random abilities for monsters, create some of the feel for when you were new to Angband

-Gradual genocide (re-populate based on amount killed), makes the game more immersive

-Store item generation influenced by items bought/sold, similar

-Uniques grow in strength if they are ignored/skipped (makes power diving much more dangerous)

-Some inventory adjustment to be able to utilize all the new items
CliffStamp is offline   Reply With Quote
Old June 5, 2012, 20:02   #2
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,008
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by CliffStamp View Post
-Item descriptions are off, you can get a shield of resist fire but it has a bunch of other flags. There needs to be a way to get a sensible description, i.e., of elements if it has res fire + one other resist, etc.
This is a well-known problem with v4. It's actually much much more difficult to solve than it looks: we need intuitive names for every combination of item properties, otherwise someone will complain that a sword with Fire Brand, Res Fire and Slay Demon has the same name as one with Fire Brand, Res Cold and Slay Dragon. Etc. Various suggestions have been made but nothing's been implemented, other than just using the name of the 'best' affix the item has. If you'd care to hash out a set of naming rules you'd like to see, I'd be happy to code them up until a more comprehensive fix comes along.
Quote:
-Squelch as been broken by the new rune based ID as you can't squelch on runes.
I don't understand the problem here - once you know a rune you can go and squelch its affix - so once you know the rune for Feather Fall, you go and squelch Of Feather Falling. Do you mean that you can't squelch *unknown* runes? Or do you mean that you can't squelch *any* occurrence of a rune, regardless of what else is on the item? Or something else?
Quote:
-Bows seem broken, the description is pretty amusing, arrow that does 4.5 damage to normal, 1875 to evil, etc. . This ultra damage doesn't happen and in general they seem pretty low powered.
Another known problem I'm afraid - archery hasn't been converted to the new combat system (launchers still have multipliers instead of balance and heft), so it is very weak. It will be the very next thing I fix, when I get back to v4.
Quote:
-+blows doesn't do anything, it would be broken on the mega dice weapon anyway if they actually increased finesse to that extent. You could end up with something doing 2-4 k a round easily. +blows needs to be +finess but restricted to lighter weapons and just scaled to give +blows.
Actually +blows will turn into +balance, with a corresponding affix for +heft. And yes, weapons in general are too powerful in the late game, because too many of the affixes increase damage output. We need a greater variety of weapon affixes - which is where my procs come in after the effects rewrite ...
Quote:
-Some of the artifacts have odd finess, the thanc daggers (one of them anyway) has 0% finess.
Oooh, that's a bug - thank you. Not sure how this happened, as the balance/heft are taken from the base item (Dagger).
Quote:
-The weapon system seams just as lop sided as before. Previously you would get max blows, now you get max power.
What do you mean by max power?
Quote:
-The item generation is a bit wonky. I found BoS +18 and BoE +14 to speed. You can also get weapons generated which are too heavy to wield even with max strength.
Yes, these are known too - the preponderance of speed on boots and heavy big-dice weapons are both because there aren't enough affixes to choose from. This is on the to-do list. Feel free to suggest some new ones!
Quote:
-The insanely high plusses just look silly, Dagger of Slay Evil (+75,+115), etc. . There is no way the difference between +74 and +84 is going to make a decision difference these can all be displayed as before +8, +12. Just a cosmetic thing. Of course you get used to it very quickly, still the first time you see +50,+75 it is a bit exciting.
I disagree. This is a fairly simple paradigm shift: 10x more granularity in plusses. With two decades of roguelike experience you are naturally used to thinking in the old system, but it doesn't take long to get used to, and the extra granularity is important.

(Yes we could simply /10 for the display if people want - hey, I know, we'll make it an option!)
Quote:
-There are still a lot of useless items. Staves of Evil/Power for example are too rare/deep. It would be nice if they were more common/lower but used CL+magic skill as the damage output, similar with healing, etc.
I'm glad you used consumables as examples. More feedback very welcome - we can certainly move these lower and more common.
Quote:
-Exp penalties need to be much higher, I would like to have you reach CL 50 at DL 100, but you have to move extremely fast to prevent that from not happening. If you attempt to clear at all then you level very fast. For the upper classes paladin/ranger (duna/h-elf) the exp gains should be much lower as they are way more powerful than the base classes/races.
This hasn't changed since V - the xp from monsters is the same, and the xp required to level is the same. People frequently win V without hitting 50. But FWIW I'd be happy to see more differentiation in xp gain between races and classes.
Quote:
-Dragon scale armors have very low AC now, look at them compared to normal armor it seems off.
They're now a material from which armour items can be made, not items in their own right. Again it takes a bit of getting used to, if you're used to seeing all DSM as AC 20, but not much. There is much more variety now: you can get gloves or hats or boots made of dragon scale - they'd naturally have lower AC than DSM body armour.
Quote:
-There are WAY too many buffs now. For example quaff potions of brawn, nimbleness + toughness and get the extra damage + health (and for mages the temp int/con boost), for a unique. But if you try to carry these, + mushrooms + bless/heroism (superheroism/speed, PfE, etc.), etc. you have your inventory gone. It also isn't possible to store them at home and use them for awhile and then switch to another buffer as you build up a pile of them as the home inventory is so small.
Again this is unchanged from V, but interesting feedback nonetheless. Too many useful items == TMJ, to paraphrase Eddie.
Quote:
-Along that line, since there are no enchant in the stores, you end up also piling them at home which decreases inventory again. Basically it ends up feeling very much like Ironman where you are using vs storing and can not developing for later.
Any examples other than enchants? That was a very deliberate decision, because they were too abusable in stores.
Quote:
-Regen seems to be very rare as one of the ego flags, I never had it with any character and it is annoying if you don't want to rest. One of the chars was a paladin who was always in the red on mana.
Interesting - thanks for the observation. I'll have a look at the stats.
Quote:
-Rings of the dog are now pretty useless, it would be nice it they activated for heroism (and then aggravate without the haste, just wake everything up) basically you just yelled out "Leroy Jenkins!!!" at the top of your lungs.
Nice idea - I've always thought =dog were pretty rubbish, and a short heroism activation (or even just bless) would be nice.
Quote:
-There are a glut of low level wands, staves, etc. . I ended up junking (when not selling) and just keeping the highest damage. It would be nice if they were combined i.e., wand of elemental bolts which would fire all bolts but each one did reduced damage so you would end up with similar damage overall on average, same for staves of slow, confuse, sleep -> staff of bewilderment which would attempt slow, confuse, sleep, but each at a modified chance. Similar drain life would turn into annihilation as cl and magic device increased, no two wands (rods?).
I'm not sure how this fits with your earlier observation about some devices being too deep/rare - making them more common would exacerbate this problem. I think we'd get criticised for making inventory management too easy if we implemented your amalgamation idea, but I think the same effect can be achieved with a more careful spread of depths and rarities for drops.
Quote:
-Weapon damage is also off, as a weapon can have a slay and it doesn't show up in the description, some do, some don't.
I don't think I'm aware of this bug - please could you post a save. I know the item descriptions are broken at the moment w.r.t. damage output, but I didn't realise that known item properties were ever not displayed.
Quote:
-It would be nice if you could just "buy out" the store to reset it. You can do this manually, it just is annoying to buy and then junk (or drop and resell if you are still trying to conserve money).
There have been hundreds of threads on this, and we don't want a buyout button. I'm afraid the devteam consensus is to discourage shopping, not encourage it. If we ever do implement more interesting store stocking, it'll be via investment rather than buyout.
Quote:
This is obviously pre-alpha, but a lot of work has gone into producing some pretty interesting features and there is some very imaginative and clean coding (the way HA is generated as a themed ego).

A few places for development :

-Random abilities for monsters, create some of the feel for when you were new to Angband

-Gradual genocide (re-populate based on amount killed), makes the game more immersive

-Store item generation influenced by items bought/sold, similar

-Uniques grow in strength if they are ignored/skipped (makes power diving much more dangerous)

-Some inventory adjustment to be able to utilize all the new items
With the exception of the last, these are all things we're at least considering. I'm not sure we'll mess with inventory, but you never know.

Many thanks for such detailed feedback - really helpful.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old June 5, 2012, 20:27   #3
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 6,039
Derakon is on a distinguished road
Quote:
Originally Posted by Magnate View Post
I disagree. This is a fairly simple paradigm shift: 10x more granularity in plusses. With two decades of roguelike experience you are naturally used to thinking in the old system, but it doesn't take long to get used to, and the extra granularity is important.
I disagree with your disagreeing; CliffStamp is right. The issue is not just with our prior experience with Angband and other roguelikes, but also with every other game with pluses in existence. +100 is a huge number and should mean the item is incredibly powerful, but in v4 it's just middling. And we really don't need that extra granularity in the values.

Take a 3d16 weapon with .8 heft (i.e. massively powerful prowess weapon). If you rolled max damage on this weapon (again an extreme case), then the difference between +100 to prowess and +110 is 4 points of damage. If you rolled average dice (with this incredibly powerful weapon) of 25, then the difference between +100 and +110 is only 2 points.

In other words, at the very late game when numbers are huge, we're only gaining 1-3 points of extra damage granularity by having the extra order of magnitude on our pluses. At all other points in the game, the extra granularity is completely pointless. You could do a similar calculation for blows/round for finesse fighters if you wanted to, but since the mechanics are identical (the multiplier is applied differently, but against monsters with 0 absorption, damage values should be identical) you'd get the same results.

I chose 100 as the divisor when I implemented the combat system, so I take responsibility for this. I should've just used a factor of 10 instead.

(And this was much easier to quote. Thanks. )
Derakon is offline   Reply With Quote
Old June 5, 2012, 20:29   #4
CliffStamp
Apprentice
 
Join Date: Apr 2012
Posts: 64
CliffStamp is on a distinguished road
Quote:
Originally Posted by Magnate View Post
This is a well-known problem with v4. It's actually much much more difficult to solve than it looks
Remove the names (aside from uniques, themes) and just auto-inscribe?

Quote:
I don't understand the problem here - once you know a rune you can go and squelch its affix - so once you know the rune for Feather Fall, you go and squelch Of Feather Falling.
In the menu? It just comes up same as before, squelch good, excellent, etc. ? Is this in a sub-menu somewhere?


Quote:
What do you mean by max power?
Sloppy wording, raw dice usually. Nothing can touch something past even a moderate dice boost no matter what it has unless it gets some large speed boost. Unless of course the weight is off and you can't use it, basically you end up junking anything which doesn't have enhanced dice (assuming you are not magic rpg'ing).

Quote:
They're now a material from which armour items can be made, not items in their own right.
Yes but consider it is dragon scale, it should be a bit higher naturally unless you have some wimpy dragons. Not that I have fought dragons, but it seems to me, especially the higher power ones (Chaos, etc.) should have some pretty hard to cut scales.


Quote:
I don't think I'm aware of this bug - please could you post a save.
Poor wording, they are displayed but the damage is the same it will be like :

456 normal, 1750 undead, 456 fire, 456 evil

with fire and evil brands, even with a light slay of 1.35 it should I am assuming make at least 1 hp of difference.

Quote:
There have been hundreds of threads on this, and we don't want a buyout button. I'm afraid the devteam consensus is to discourage shopping, not encourage it.
Again, if it the devteams consensus then it isn't Angband proper - create a variant.
CliffStamp is offline   Reply With Quote
Old June 5, 2012, 23:07   #5
Narvius
Knight
 
Narvius's Avatar
 
Join Date: Dec 2007
Location: Poland, Katowice
Age: 22
Posts: 586
Narvius is on a distinguished road
Quote:
Originally Posted by CliffStamp View Post
Again, if it the devteams consensus then it isn't Angband proper - create a variant.
I fail to understand this sentence. First of all, v4 IS a variant, second... what the devteam decides IS Angband proper?
__________________
If you can convincingly pretend you're crazy, you probably are.
Narvius is offline   Reply With Quote
Old June 5, 2012, 23:20   #6
ekolis
Knight
 
ekolis's Avatar
 
Join Date: Apr 2007
Location: Cincinnati, OH, USA
Age: 31
Posts: 906
ekolis is on a distinguished road
Send a message via AIM to ekolis Send a message via MSN to ekolis Send a message via Yahoo to ekolis Send a message via Skype™ to ekolis
For the enchant scrolls, how about adding a weaker form of enchant scroll that is available in the shops, which has some disadvantage compared to the standard dungeon enchant scroll - say, a greater chance to fail, or something?

For the ridiculously high pluses on weapons, how about displaying them as multipliers or percentages instead? So a (+100, +75) weapon could be displayed as (1x, 0.75x), or as (100%, 75%) - just a minor cosmetic change to make the numbers seem more reasonable since we've got this ingrained idea of what "pluses" mean from years of Angband and D&D!
__________________
You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!
ekolis is offline   Reply With Quote
Old June 5, 2012, 23:45   #7
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 6,039
Derakon is on a distinguished road
Quote:
Originally Posted by Narvius View Post
I fail to understand this sentence. First of all, v4 IS a variant, second... what the devteam decides IS Angband proper?
The devteam doesn't have a mandate on how the game should work. After all, if they decide to go off into loonyville, then people will just stop playing "their" game and decide that some previous version is Angband.

The buyout button decision wasn't solely made by devteam members. There was a lot of back and forth about it and IIRC there were people both on the devteam and in the community that thought that both approaches (buyout button vs. no buyout button) were reasonable ideas. And I don't think that the current shop system is ideal either. I believe the eventual goal is to reach a setup where you would never want a buyout button because there'd be no point.
Derakon is offline   Reply With Quote
Old June 6, 2012, 03:59   #8
CliffStamp
Apprentice
 
Join Date: Apr 2012
Posts: 64
CliffStamp is on a distinguished road
Quote:
Originally Posted by Derakon View Post
There was a lot of back and forth about it and IIRC there were people both on the devteam and in the community that thought that both approaches (buyout button vs. no buyout button) were reasonable ideas.
Is there a thread, I would be curious as to the argument. I recently popped back into town to sell a bunch of things, store some items which could be useful later and there were no WoR scrolls. Now what are the options then, walk back down to DL 65, that is a bit silly, wait/scum to reset the store? Obviously I just bought out all the items and reset and also picked up some other consumables. You can just macro of course buy all item a's, etc. repeat. It just seems silly when you have 1000X the money for all the items and you have this very absurd discussion with the shop keeper, ok, I will buy all all of a, ok, I will buy all of a, ok I will buy all of a ... And then you casually destroy each item, then you say ok, now give me the 8 WoR scrolls, thanks.
CliffStamp is offline   Reply With Quote
Old June 6, 2012, 14:53   #9
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,008
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by CliffStamp View Post
Is there a thread, I would be curious as to the argument.
It came up many times, but IIRC nobody ever started a thread dedicated to it. If you use the forum search for "buyout button", it lists over 20 threads - cross-reference that with search for posts rather than threads, and you can see which threads are the ones that actually went into detail on the topic.

As Derakon says, it wasn't a decision made lightly - there was a lot of debate. It's also remembering that the decision was made by Takkaria as maintainer, and people accepted that. One of the disadvantages of operating by consensus in the post-maintainer world is that people want to know if the devteam are 100% in agreement on an issue, but that shouldn't matter. It's like cabinet government: we may not agree with the decision individually, but once it's made we all support it ;-)
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old June 6, 2012, 14:56   #10
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,008
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by Derakon View Post
I disagree with your disagreeing; CliffStamp is right. The issue is not just with our prior experience with Angband and other roguelikes, but also with every other game with pluses in existence. +100 is a huge number and should mean the item is incredibly powerful, but in v4 it's just middling. And we really don't need that extra granularity in the values.
You make a good case for it not being necessary for damage, but I think it is necessary for blows. More compellingly, it's also necessary for per-level increments: there's a big difference between +10 per clev and +20 (+500 by cl50).

That said, I'd be happy for the display to change back to 1/10th of the values, as long as we continue to use the higher granularity internally. In fact I'd prefer the % display as suggested by ekolis (which was used in Z, Ey and others).
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
removing characters from ladder Malak Darkhunter Oook! 9 May 4, 2012 18:14
Mage characters Knight Vanilla 22 November 29, 2011 02:56
[3.3.x] Cannot suicide characters PowerWyrm Vanilla 1 November 1, 2011 17:34
Replacing #s with block characters Deranged Archivist Vanilla 2 September 28, 2009 19:57
lost both my characters to broken save file? leopena Variants 1 June 21, 2009 12:44


All times are GMT +1. The time now is 05:42.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.