Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old December 29, 2017, 19:31   #21
Tibarius
Swordsman
 
Tibarius's Avatar
 
Join Date: Jun 2011
Location: Germany
Age: 48
Posts: 332
Tibarius is on a distinguished road
invis monster

Nope. The ghost was in the middle of a room.
Tibarius is offline   Reply With Quote
Old January 2, 2018, 20:50   #22
Ighalli
Rookie
 
Join Date: Oct 2017
Posts: 11
Ighalli is on a distinguished road
Speed in monster memory

Quote:
Originally Posted by Ingwe Ingweron View Post
It doesn't, but I did make a request. Don't know if it slipped through the cracks. No one commented on it, one way or another. http://angband.oook.cz/forum/showthr...401#post126401
I'm starting to change the monster lore to show multiplier speeds. Should we show the speed of the monster relative to the player, or to the normal speed? Could have the character at x2.7 and the monster is x2.0 show as "you move x1.4 faster than this monster" or if the monster is x3.0 "you move x1.1 slower than this monster". This is more intuitive than making the player compare stuff, but on the other hand will change the lore when the player changes their speed.
Ighalli is offline   Reply With Quote
Old January 2, 2018, 20:58   #23
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Ighalli View Post
I'm starting to change the monster lore to show multiplier speeds. Should we show the speed of the monster relative to the player, or to the normal speed? Could have the character at x2.7 and the monster is x2.0 show as "you move x1.4 faster than this monster" or if the monster is x3.0 "you move x1.1 slower than this monster". This is more intuitive than making the player compare stuff, but on the other hand will change the lore when the player changes their speed.
I think showing relative speed is the right thing to do.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old January 2, 2018, 21:03   #24
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Also, thanks!
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old January 2, 2018, 21:33   #25
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,101
Derakon is on a distinguished road
Quote:
Originally Posted by Nick View Post
I think showing relative speed is the right thing to do.
I think it's more important to show base speed, and a nice-to-have to show relative speed.
Derakon is online now   Reply With Quote
Old January 3, 2018, 02:18   #26
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Derakon View Post
I think it's more important to show base speed, and a nice-to-have to show relative speed.
Really? My thinking is that the thing you want to know is who gets to double move who - and relative speed gives you that directly, whereas base speed requires you to look at both player and monster speed and do a comparison.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old January 3, 2018, 04:34   #27
Patashu
Knight
 
Patashu's Avatar
 
Join Date: Jan 2008
Posts: 526
Patashu is on a distinguished road
Pros and cons:

Showing relative speed gives you the relevant information for THIS run - how likely I am to double move or be double moved by this monster.

Showing absolute speed gives you the relevant information for FUTURE runs - how fast I have to be on those runs to outspeed this monster.
__________________
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu
Patashu is offline   Reply With Quote
Old January 3, 2018, 05:07   #28
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,101
Derakon is on a distinguished road
I'll be honest, most of this is just me having a kneejerk reaction that monster memory shouldn't depend on the player's current state. It bugs me a bit that we color-code elements based on the player's resistances, too. I can't really articulate why.

...oddly, showing the player's chance to hit in the monster memory doesn't bug me though. Maybe that's because of my opinions about hit chance in general.
Derakon is online now   Reply With Quote
Old January 3, 2018, 06:59   #29
kandrc
Swordsman
 
Join Date: Dec 2007
Posts: 279
kandrc is on a distinguished road
How about we just do both?

Code:
...moves at 2x normal speed (0.9x your current speed)...
Frankly, for most of us reading this, it doesn't make a damn bit of difference, because we all know how fast everything is already.
kandrc is offline   Reply With Quote
Old January 3, 2018, 11:01   #30
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by kandrc View Post
How about we just do both?

Code:
...moves at 2x normal speed (0.9x your current speed)...
Frankly, for most of us reading this, it doesn't make a damn bit of difference, because we all know how fast everything is already.
Sounds sensible.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick 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
Reviving Iso-Angband, an isometric view addon for Angband Hajo Development 111 August 3, 2014 20:44


All times are GMT +1. The time now is 18:56.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.