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#1 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Combat redesign - taking a step back
Combat redesign is overdue. I'd like to get some significant changes done in time for 3.4. Since combat changes need much discussion, and much play-testing, we need to start with it now. There are probably lots of threads about combat changes lying about, but I want to start by taking a step back. Since combat redesign is such a large topic, and probably filled with differing views, it would be helpful if we could first get to the same page. I'd like this discussion to be about what we want from a combat system, rather than how to change our current system. Once we have a consensus on what we want, it will be much more straightforward to actually design it.
My basic assumption in this post is that we already have a nice set of 'ingredients' for our combat system, we just need to change the recipe a bit. What I mean with 'ingredients' are things like “we have AC, and a higher AC makes the bearer take less damage”, or “additional blows can be achieved as a character develops”. These are things that most players would never consider removing, since they are so ingrained in what Angband is. This is not to say that nothing new can be added, but please wait with those suggestions for the moment. I'll make a set of statements, questions and answers concerning what I feel is relevant to get combat design right. Please help me flesh this out, challenge any and all points were I've missed some issue, or got something totally wrong. I know it's hard to predict the life of forum threads, but please avoid concrete suggestions for changes. Combat is too large a topic to contain in one thread, so any such suggestions will bring chaos ;-) Enough preamble :-) We currently have 4 combat modes: melee, spells, ranged, and throwing. Should we have parity between them? - No: melee > spells, ranged >> thrown - All classes/races should be able to melee successfully. - Some classes/races should be able to use spells as the main combat mode. - Some classes/races should be able to use ranged as the main combat mode. - In close combat (i.e. when standing next to a monster) melee should be the most effective combat mode for all classes. - Throwing is mostly for flavour. Increasing combat abilities is achieved through character level, stats, and equipment. To keep things clear I include stats gained through equipment in the category stats, and not in equipment. Should we have parity between them? - Yes. I don't feel strongly either way, but the more parity we have, the easier it will be to balance the growth of combat abilities. The growth curve of player combat abilities should match the growth curve of dungeon difficulty. That is, if you keep a steady pace in your dungeon exploration, you should, on average, have the same level of challenge throughout the dungeon. - Yes. (This statement includes a parameter that does not really belong to a combat system, but it is useful as a reminder: any system we design needs to include plans to achieve parity with dungeon development.) The growth curve of player combat abilities should be stable. That is, no matter what happens in your game, you should quite steadily increase in combat abilities. - No: though in a long series of games the average power level should follow a smooth curve, in any given game big variations from this curve can, and should happen. Should all combat modes have the same characteristics when it comes to development? - Yes. And remember, try to keep responses to general combat issues I have missed, and discussions to lead to a consensus on what we want. |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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There is a possibility of porting O style combat over to Angband. In this style, + and - to weapons are given as percentage increase to hit dice instead of straight additions. If you're planning to do any major changes to combat, it might be a good idea to consider changing to O style.
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#3 | ||||
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,516
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I don't agree that we must have/maintain melee > spells/ranged > throwing. If you plan to do a redesign then I think it should actually challenge the status quo in this regard. Finally, I think mentioning race here confuses the issue. I think you just mean that warriors can't cast spells, and that rogues don't really get attack spells. But I don't think any race/class should be forbidden from doing melee/ranged/throwing, and I think any race/class should be able to be use any of those as the main mode, modulo stats, equipment and interest. (For instance, some players may hate keeping track of ammo for ranged/throwing). Quote:
We should NOT require parity between character level and stats/equipment. If we end up with it and things feel fine, OK, but I don't think it should be built in as a requirement. Quote:
In my opinion the game difficulty is (and should be) a sawtooth wave pattern (http://en.wikipedia.org/wiki/Sawtooth_wave), where the game gets harder as you descend until you find a game-changing item (artifact, dungeon book, ring of damage, dagger +9,+9, etc) which then shoots the difficulty straight down, and you proceed. In this model the amplitude (height) of the wave corresponds to diving speed: if you go fast, things get harder quickly but you still find incredible items that make things easier (e.g. =speed +8). If you go slow, then the wave is much flatter, and the period is also longer, because you are exploring more slowly. Quote:
I don't have any idea what this means, so I'm not sure if I agree with it. |
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#4 | ||||||||
Prophet
Join Date: Dec 2009
Posts: 9,022
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One thing you missed: - The combat algorithms should be as simple and transparent as possible. Quote:
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#5 | |||
Adept
Join Date: Sep 2010
Posts: 163
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#6 | ||||||
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 54
Posts: 429
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How is ranged/spell/throw attacks balanced to melee anyway? The first attack modes reduce the probabily of getting hit and result in damage only by ranged attacks of monsters. Quote:
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Throwing potions (bombs) or the like could develop to an option. But for most classes except thieves do not fit into the picture i personally have from those classes. Quote:
b) Combat power has two sources in my eyes - equipment and knowledge about the combat style (class dependant). Equipment can be found. Knowledge basically is gained through learning-by-doing - and thus can be raised through (or even requires) grinding. Nevertheless for a steady character-development (and to even out lucky finds) i think it is necessary to have also the 2nd aspect in raising character power. |
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#7 | ||
Prophet
Join Date: Dec 2009
Posts: 9,022
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Nor is their damage rate is bad right now, honestly. Keep in mind that the "500 damage/round" estimates we throw around here for melee don't take into account hit chance. When fighting a big target you're probably not going to be doing much better than a 75% hit rate, but spells always hit once you get your success rate to 0%. Devices are also pretty much a sure thing for mages, and they get a damage bonus based on their device skill (as does everyone else, but mages are awesome at devices). A level-50 gnome mage probably has better DPS than most warriors when using wands of annihilation. Their device skill is 13 from INT, 22 from race, 101 from class/level, minus 60 for the object level, = 1.76x damage multiplier on a flat 250 damage/use, or 440 damage, every time. |
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#8 | ||||||
Angband Devteam member
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I disagree that throwing is mostly for flavour, I think it ought to be a viable alternative to archery. But this means we'll need special throwing weapons (including artifact throwing weapons), which can go in the quiver. But we needn't tackle everything at once - reworking throwing can follow on from the fundamental overhaul of melee combat. I also disagree that all classes should be able to melee successfully, if you intended that to apply to all opponents. I see no reason why magi should be able to melee greater titans/demons and other tough melee opponents - or at least not without a significant reliance on buffs. Quote:
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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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#9 | ||||
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 54
Posts: 429
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A quick reply on Derakon's thought about Mages - since i only play gnome mages currently (currently having one at clvl 50, all 9 book, hunting uniques)
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Mana Storm stays at 14% failure with an INT of 18/***(!) but it is almost impossible to max INT AND CON at the same time. Mana Storm has 400 damage not 500 (playing version 3.2.0). Reliable spell with 0% fail and no resist is meteor swarm with a damage output of 220 "only". This requires a lot of restore mana potions / staves on almost every bigger monster, even non-uniques. Quote:
The time i find wands / staves or dragon breath/frost/power/annihilation i already had books with more powerfull spells. My level 50 gnome mage with int 18/200 and clvl50 has a device rating of 132 (what does that exactly mean anyway?). If i look at a wand of annihilation the green number says 250 hp damage (not verified with rods of probing). And those high level staves often backfire and explode even with 0% spell failure rate, if i try to recharge them. And they have a remarkable lower success rate than my spells. There are a couple of things which, in my eyes, are not well designed about mages - if mages should be a spell based class. I will open an own thread on this, once i have winner status Not about mages, but combat in general, currently a character can use a weapon (regardless of weight), a bow/shooter, a light and a shield. Besides being un-realistic this enforces no thinking from the player. Make lanterns / torches use up 1 hand, leaving only 1 hand available for small or medium weapons in the start. Once a mean of magic light (phial, star of xxx, maybe more other gear like amulet of magi etc) is found 2 hands are available for 2-hand weapons, shields or a 2nd smaller weapon. Big weapon = less hits but higher damage, 2 weapons = more hits with not so high damage, shield = more protection at the cost of offensive power). |
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#10 | ||||||||
Prophet
Join Date: Dec 2009
Posts: 9,022
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I recently played a mage through to victory and relied heavily on devices pretty much the entire time. If you aren't using devices as a mage, you're seriously hampering yourself. The mage's mana pool is simply too small to be able to kill big targets using only attack spells. Quote:
There's a few problems I have with trying to track hands accurately: 1) Switching to ranged mode involves swapping inventory around, which is a pain. 2) Suddenly bucklers become awesome shields because they strap onto the forearm instead of requiring a hand. 3) Reducing the number of equipment slots has serious ramifications on balance, since every slot contributes significantly to a player's power level. 4) Not finding a handsfree lightsource seriously hoses the player. |
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