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#11 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
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My bad. It was 3.2 that lost all repeatability. 4.0 still has too many powerful items, but not the ridiculous flood of 3.2. Speed boots used to be a huge find. Now they are everywhere. Ego dragonscale is better than artifacts. All deep ego weapons are big three. Etc.
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#12 | ||
Vanilla maintainer
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My suspicion is that it's not quite as simple as that, because there was considerable rebalancing over 3.3-3.5. In particular, the whole business of collecting object stats for multiple games and making allocation decisions based on that was introduced. The game has certainly changed, but I don't think it's certain that it's now easier. And then once we can even agree on what the current balance is, there's the question of what the desirable balance is. It may be that the people who have been playing for 10+ years find the game easier just because they're so used to it. There are still new people taking up the game; I would not want to set the entry barrier too high. All that said, my current plan is to alter the monster list a bit before 4.1 in ways that will probably make the game harder. I'm fairly confident that the community already does a reasonable job of keeping the game balanced - that's certainly what happened after 3.2. It's worth keeping in mind, too, that one of the chief sources of criticism of 3.2 was the ease of finding speed boots, which was the result of a type in an allocation line ![]()
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#13 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,454
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The most unbalancing changes all involve object--which is to say player--power. Monsters you can usually avoid, so changes to them (with the exception of attenuated breath damage) don't make so much difference. The biggest are:
* Max depth of objects and ego types * increased pvals for certain artifacts (e.g. speed +5 Rings of Power.) * ego dragon armor * stacks of utility potions/scrolls. ** Biggest changes to make it harder: * Wands of TO are rarer and more expensive * Additive ammo damage ** Eddie mentioned stat potions, but I think he's mistaken. Yeah, you find the occasional stack, and it takes fewer potions to get from 18/80 to to 18/100. But this is balanced by the overall decrease in object frequency. |
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#14 |
Swordsman
Join Date: Dec 2007
Posts: 281
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#15 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 965
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speaking of nightlies, what happened to the (s)earch command?
is there a changelog for the nightlies, or are you supposed to figure it out? |
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#16 | |
Vanilla maintainer
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What do you mean by this - the fact that they have a max depth at all, or the specific values?
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What other artifacts have been overpowered? My understanding is that these were introduced to try and make DSMs a bit more usable. Looking at them, I would say that Resistance, Elvenkind and Speed are the only ones that look as if they might be overpowered, and they are pretty rare. How much of a problem is this? Which ones here - !CCW, maybe? I do think that the greater access to healing for all classes has kind of made the game easier (or put another way, is a relative nerf to Priests). I'd appreciate everyone's thoughts on this - apologies to the OP for kind of hijacking the thread ![]()
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#17 | |
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#18 | |
Prophet
Join Date: Dec 2009
Posts: 8,204
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Why do they need speed at all? In fact I'd say that the relatively recent addition of speed to several items (and additional items that have speed, e.g. Trickery) is a lot of the source of easiness in the game. Adding speed to lots of items reduces a lot of equipment pressure. It does smooth out the difficulty curve considerably...but perhaps there's something to be said for a jagged difficulty curve.
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#19 | |||
Prophet
Join Date: Apr 2007
Location: Seattle, WA
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Originally, Rings of Power had +1,+2,+3 speed corresponding to the pval for stats. This meant it wasn't feasible to wear two unless you had a big speed artifact (Ringil, Cubragol, Feanor.)
I don't recall if there are others that got a boost, except Carlammas--again, unnecessary. Quote:
I'd say keep stealth and craftsmanship, Nerf speed to +3 max, and maybe keep resistance. Quote:
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I thought of one more: Charisma. It only really mattered early in the game, but stingy shopkeepers made _Teleport and even really basic consumables a much more problematic purchase. Now you can afford a whole lot more. Make the prices dependent on max dungeon level as a proxy, perhaps. |
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#20 | |
Veteran
Join Date: Apr 2007
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"Physician, heal thyself." |
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