Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old November 26, 2013, 09:02   #21
fph
Knight
 
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 876
fph is on a distinguished road
Quote:
Originally Posted by debo View Post
"N levels of resistance will reduce breath damage by 1/(Nth prime number)"
Fibonacci would make some sense, too.
__________________
Dive fast, die young, leave a high-CHA corpse.
--
You read a scroll labeled 'lol gtfo' of Teleport Level.
fph is offline   Reply With Quote
Old November 26, 2013, 09:21   #22
Scatha
Swordsman
 
Join Date: Jan 2012
Posts: 414
Scatha is on a distinguished road
Quote:
Originally Posted by fph View Post
Fibonacci would make some sense, too.
I think it would be quite unintuitive if your first source of resistance didn't do anything.
Scatha is offline   Reply With Quote
Old November 26, 2013, 09:49   #23
half
Knight
 
half's Avatar
 
Join Date: Jan 2009
Posts: 904
half is on a distinguished road
Quote:
Originally Posted by Patashu View Post
Out of curiosity, in what ways were archers made dumber?
They currently fight in melee when pinned against a wall, and only flee from that position if afraid. They used to do better by always trying to flee from that situation to get back to archery. This is commented in the source as 'artificial stupidity'.
half is offline   Reply With Quote
Old November 26, 2013, 13:35   #24
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
buzzkill is on a distinguished road
Quote:
Originally Posted by Nick View Post
Regarding changes to food...

I like the general idea, but it does kind of mean food becomes potions in a different form. Possible solutions would be to make all food perishable, or to make food have a slight slowing effect (so it's not really a battle item).
I agree. The solution isn't to remove food, or 'change' it into something else. Here's what I'd try.

Eliminate the spells (mostly): Maybe leave a high level, high cost hunger spell for specific class(s) in the late game. Make scrolls exceedingly rare and never sold or eliminate them outright. At the very least, change satisfy hunger to a potion. That just makes more sense.

Eliminate food from the stores (mostly): Bye bye buying a stack of rations. Sell single quantity, varied food items (meats, breads, veggies). "That was a tasty carrot. You are still hungry."

Make food more plentiful and varied in the dungeon (and no food floor generated on revisited levels): Starvation shouldn't be a concern as long as the player keeps moving (preferably down). Varying the food means it will be less likely to stack, so if one wants to stockpile food, it's going take some space in the pack.

Make food provide less nutrition (maybe lessen the size of @'s stomach also): IMO it just makes sense that @ should eat a large meal (eat many different food items at the same time requiring many turns) every once in a while, or snack continuously.

Make deeper food, better food: Ease off of the 'hunger game' in the second half of the dungeon. New food types (just like everything else) will begin to appear in the deep. These deep food items will function better (just like everything else) leaving the player to focus on staying alive.

Re perishable food: I like the concept, but wouldn't want it in V, as goes for most of the fine suggestions made in this thread, which shouldn't come as a surprise to anybody.
__________________
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.
buzzkill is offline   Reply With Quote
Old November 26, 2013, 14:21   #25
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,002
fizzix is on a distinguished road
Quote:
Originally Posted by buzzkill View Post
I agree. The solution isn't to remove food, or 'change' it into something else. Here's what I'd try...
Go play DCSS which does these things and more. Food is still an annoyance, and hardly interesting in any way. There are only two reasons to have food in the game that I can see. Or if you're short on time, just listen to this.

1) Make it a true clock. You are forced to descend in the dungeon because you can no longer find food on your current level. Nick has expressly forbidden this sort of mechanic in vanilla play and I can't say I disagree.

2) Make it a consumable management situation. Food gives positive effects but fills you up. Here food is used as a limitation management. You can't eat too many "healing packets" before you are full. We sort of had this with the gorged status previously, but that was universally hated. I don't think this is a good idea either. It's far better served by having a contamination counter from too many potions being quaffed.

Furthermore in both cases, food requires tight balance from the maintainers for very little extra fun for the players.

In any other cases, food is dumb. (This includes Sil. You only need one hunger clock, and Sil has the min-depth clock.)

I also think light should always be everburning. Yeah it's unrealistic. But light resource management is also boring and gives very limited fun for the players.
fizzix is offline   Reply With Quote
Old November 26, 2013, 15:12   #26
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,385
debo is on a distinguished road
Has anyone here played poscheng? I'm pretty sure dying of starvation is a real danger against the final boss, as he hits to make you mega hungry while summoning and doing a billion other things. I've seen clouded fight him several times, and I thought it was sort of neat. Maybe not a good fit for V, though.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old November 26, 2013, 17:31   #27
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,002
fizzix is on a distinguished road
Quote:
Originally Posted by debo View Post
Has anyone here played poscheng? I'm pretty sure dying of starvation is a real danger against the final boss, as he hits to make you mega hungry while summoning and doing a billion other things. I've seen clouded fight him several times, and I thought it was sort of neat. Maybe not a good fit for V, though.
You can go this route. In which case hunger is sort of a second health bar (that constantly decreases over time). But IMO you need a really good gameplay justification for a second health bar. And if you're going to go this route, then hunger status needs to be displayed in the same level of detail as HP.
fizzix is offline   Reply With Quote
Old November 26, 2013, 21:52   #28
Patashu
Knight
 
Patashu's Avatar
 
Join Date: Jan 2008
Posts: 526
Patashu is on a distinguished road
Quote:
Originally Posted by half View Post
They currently fight in melee when pinned against a wall, and only flee from that position if afraid. They used to do better by always trying to flee from that situation to get back to archery. This is commented in the source as 'artificial stupidity'.
Yeah, that is definitely a change I would not want reverted (unless for a specific new kind of monster?)
__________________
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu
Patashu is offline   Reply With Quote
Old November 27, 2013, 03:53   #29
Raxmei
Apprentice
 
Join Date: Feb 2011
Posts: 94
Raxmei is on a distinguished road
Quite a lot of overlap with my feelings. The other things I dislike about V would involve massive changes, making them not so much a pet peeve issue as they are fuel for a variant.

x+1 : Too many elements. We've already cut out confusion as a damage type. I could imagine doing with just fire, cold, poison, and nether. In the process cut way back on the Zephyr hounds. Resistances become both much rarer and additive. Yes, I am aware that Sil already is much like this.

x+2 : Summoning. It really warps the late game. Battles shift from dealing with the thing you're fighting to containing the flood of junk they vomit up. The summoning system could be revamped or at least just cut way back on how many monsters can do it.
Raxmei is offline   Reply With Quote
Old November 27, 2013, 05:06   #30
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 9,023
Derakon is on a distinguished road
One thing I'd like to see is a reduction in message spam. The way I've coded attack messaging in Pyrel looks like this:
Code:
You attack/burn/smite/etc. the Foo (37, 42, 65!, miss, 99!!!)
The exclamation points indicate critical hits, stealing Sil's idea of multiple exclamation points for better crits. I guess you lose a tiny bit of flavor this way (no "*GREAT*" hits) but the messaging is far, far more compact this way.

Compacting monster attacks is trickier, as each attack may do something different. I could imagine something like:
Code:
The Master lich attacks you (touch drain experience 0, touch drain charges 0, miss, touch drain DEX 6). 
You feel your life force draining away! Energy drains from your pack! You feel clumsier.
That's only marginally more compact, but oh well.
Derakon 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
New rings and things? Iapetus Development 24 August 31, 2011 23:43
free-ish pseudo PowerDiver Vanilla 7 January 29, 2010 23:09
Two things I think are bugs in 3.1.2... Sergio Vanilla 12 August 11, 2009 06:42
3.1.0: Chests, am I seeing things? NeoWizard Vanilla 12 January 20, 2009 05:39
Playing a Mage to Level 11 in 40 Minutes-ish Arphod Vanilla 15 November 22, 2008 01:56


All times are GMT +1. The time now is 03:51.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.