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#11 | |
Angband Devteam member
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#12 |
Swordsman
Join Date: Feb 2010
Posts: 405
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If we remove feather fall, then I'd also suggest removing pit traps. The point was made that they do trivial damage, so they have little reason to exist as well.
As far as it providing immunity to all traps: that basically implies that traps are of the "pressure plate" type. Don't really care for that. And, it's just too broad. If we want it to be useful...instead of "feather fall" make it "levitate." That is: immunity to pit traps *and* trap doors. THAT would be nice-to-have, but obviously not essential. On fizzix' point about slow digestion: wouldn't bother me to ditch this one, but I rarely run warriors. The issue would seem to be with a warrior, once you're talking about +15 speed...because IIRC your food consumption is fairly rapid at this point. If food consumption rates aren't a factor in this situation, then, yeah, slow digestion is pretty much meaningless. |
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#13 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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If we add terrains at some point then feather fall could make moving through mud or snow or stuff like that easier. Reduced burden would make it worth having as before stat-gain ability. Definitely better than what it is just now.
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#14 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Getting rid of the current useless stuff may lead the the next best tier of items eventually being considered useless. There is a slope to be considered here. Not every thing can be "useful", because "useful" a relative term.
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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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#15 |
Rookie
Join Date: May 2010
Location: New Hampshire
Posts: 19
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Aren't rings of FF like scrolls of darkness? Useless sure but it adds flavor to the dungeon to have useless junk around.
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#16 |
Swordsman
Join Date: Feb 2010
Posts: 405
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buzz, the 'slippery slope' argument is usually really weak. Fine, if there's other stuff that no one cares about...then we ditch that. Keep it to a high standard. The ONLY benefit for feather fall is avoiding tiny amounts of damage in one narrow situation. The damage is irrelevant once past the *very* earliest levels. There are damn few traps on those first 5-7 dungeon levels, and past that, you're probably high enough level to ignore the trap damage.
And it would probably be a good thing to remove some of the crap that's accumulated over, what, 20 years, umpteen updates and however many maintainers. With that kind of pattern, the game almost always just gets extended, with new things being attached. It's much less common to trim out. The result is a long-term tendency to bloat. And IMO there's a LOT of bloat when it comes to items. |
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#17 | |
Swordsman
Join Date: Sep 2008
Posts: 289
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The fluctuating nature of Angband is great, but it also means that feature creep has led to a fundamentally imbalanced game. Not that it necessarily was balanced to begin with... Well-balanced games tend to have specific obstacles, and specific solutions. The best ones make some of these solutions mutually-exclusive so as to force the player to make tough choices. |
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#18 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 928
Donated: $10
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Traps are already underpowered. They're very easy to detect, and if you can detect them, they're trivial to avoid. If you add trap immunity to the game, you might as well remove traps altogether.
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Will_Asher aka LibraryAdventurer Play DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (old and defunct but probably playable) |
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#19 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Even useless item is still an item, and as such affects generation rates of every other item. Useless feature in item affects ratio of useful features in those same items. Which we need to be very careful about. Too much good is not good at all, it just changes the scale of measurement of what is useful. We don't actually need to axe "useless" items. We need to axe out "semi-useful" items. Those are the source of boredom in items. They dull out entire range of items. Actually we might need to have real junk to create contrast and flavor (shards of pottery, broken sticks, skeletons). Maybe even as non-squelchable items. |
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#20 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I guess the other way to approach it is to nerf trap detection along with introducing immunity as an ability: remove the rods, give the spell only to rogues, and everyone else survives on a limited supply of scrolls and their own searching skills until rods of detection start showing up. Or at least have detection show all traps as the same, so you can't tell a lowly pit trap from a trap door or summoning runes until you unwisely try to disarm it in the middle of a vault.
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