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#41 | |
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Apprentice
Join Date: Apr 2012
Posts: 64
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I would argue that you should be able to know the weapons main dice but the to-hit, and to-dam (or whatever you want to call it) are things that would only come with use. The class/race modifiers would then influence how rapidly this took to become less fuzzy. I high level / high skill warrior could likely figure out the exact damage ranges with just a little use, but a novice mage certainly would not. This to me would move the game more away from ID crunching, would again differentiate characters and add to immersion in game play. But I don't see any way to make the coding trivial because you would need to store the "known" values for weapons/armor for each item used until they were destroyed (left on a level and abandoned). Quite frankly I would like to see the same for rods, etc. as well but again that is a lot of coding. It is also an argument that making this change really could be sufficient grounds to claim variant as this is a pretty big chance in game play vs the Angband which came from UMoria. |
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#42 | |
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Angband Devteam member
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I like your idea of extending this kind of gradual learning to devices too. That's a little harder to do, because devices have all sorts of variables (damage, range, duration, etc.) which would need to be learned gradually, instead of just plusses. In fact, that same logic could be extended to pvals - I'm thinking particularly of slays, but it could also be applied to other pvals, like stealth or speed or stats. But that really would be quite a big change - not knowing exactly how fast or strong you are is likely to discomfit a lot of players.
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"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 |
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#43 | |
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Knight
Join Date: Aug 2009
Posts: 519
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#44 |
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Prophet
Join Date: Dec 2009
Posts: 4,894
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At this point we start running into the issue of how "real" all the gameplay abstractions are. In other words, we can pretend that we are inexactly representing a realistic world, in which case the adventurer only knows how heavy, sharp, etc. his weapon is and so on. But then said adventurer must start wondering why the orc he's fighting is just as spry at 1HP as it was at 80HP, or how exactly he survived being crushed by falling rock, etc. Or we can pretend that we are exactly representing an abstracted world, in which case the adventurer knows that his world runs on a system of hitpoints and numerical damage and special-cased rules for earthquakes and so on. Neither case is ideal, and I think no matter how you decide to represent information to the player "based on what the character has figured out", you're going to run into holes because of these disconnects.
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#45 | |
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Knight
Join Date: Aug 2009
Posts: 519
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#46 | |
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Prophet
Join Date: Dec 2009
Posts: 4,894
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Bottom line is, we either have an imperfect model or a perfect model of an imperfect world. |
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#47 |
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Knight
Join Date: Aug 2009
Posts: 519
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Well, I am not talking about imperfection in the model, it can never be completely perfect, but it is very easy to add some function of (hp/mhp) value to all combat stats, also any other similar things can be corrected if needed, but since this is a game, and action takes place in a fantasy world, I dont see this as a problem, orcs can be immune to pain, and just die if they are no longer capable to fight.
However it is completely impossible to write a computer program without numbers, we simply have to represent anything by numbers, but I doubt this means that we have to say, that our characters are living in some numerical world, there are many (computer) games, that does not show any model numbers to player (allmost any 3d shooter have much more complicated physical model then any roguelike have, but all numbers you see are percent of hp and ammo count). However if you insist, that angband characters live and act in the numerical word it is OK, but you need more numbers then, and all model equations be described in the game for consistency. |
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#48 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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