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Old October 28, 2019, 19:53   #11
Tibarius
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game complexitiy

I do not like increasing game complexitiy. Neither do i like dividing global game speed into different speeds, which are action dependant.

What is that good for?

New players should sit down, create a character and start playing ... keep things easy.
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Old October 28, 2019, 20:18   #12
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Originally Posted by Derakon View Post
I can't remember Moria well enough to say if speed was a top-tier stat in it. I don't think Moria had permanent speed sources except maybe from Boots of Speed, though, and if so those capped at +1 (which is equivalent to +10 these days).
Speed is definitely the top stat in Moria. There are Boots of Speed, which are extremely rare, and Rings of Speed. Both the boots and the rings are always <+1>. Moria has a weird wonky way of dealing with speed, but from a practical point of view, it is almost correct to say that +1 speed in Moria is +10 speed in Angband.
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Old October 28, 2019, 20:44   #13
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Originally Posted by Tibarius View Post
What is that good for?
There's many many answers to this, but one is that moving fast and attacking fast are not the same thing. A raven or bat, for instance, might move 5x as fast as "normal" but why should that mean that they attack 5x as fast?
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Old October 29, 2019, 01:19   #14
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Would just like to cast a vote for having movement speed, shooting speed, attack speed and casting speed all as distinct things and heck, maybe no 'total speed' at all.
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Old October 29, 2019, 07:43   #15
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Yech. So quaffing that healing potion lets Morgoth double-move you? No thanks.
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Old October 29, 2019, 07:51   #16
MITZE
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Originally Posted by Gwarl View Post
Would just like to cast a vote for having movement speed, shooting speed, attack speed and casting speed all as distinct things and heck, maybe no 'total speed' at all.
You, uh, probably don't actually want this. Hellband has exactly this AFAICT, and it does not lend itself to smooth, understandable, or intuitive mechanics.
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Old October 29, 2019, 09:19   #17
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I'm not a fan of a full split like is in Cth & hell. I would like to see terror & sprinting mushrooms moved across to move speed.
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Old October 29, 2019, 11:44   #18
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Considering stats.. My favorite was (and is) CHArisma It's a pity it was removed from V and exist now only in some variants.

So half-troll face is equal to elven beauty in shops now It was fun to had it as a part of game balance between races (PWMA doesn't have it, Mang and TomeNET has).
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Old November 2, 2019, 17:55   #19
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Originally Posted by Tibarius View Post
I do not like increasing game complexitiy. Neither do i like dividing global game speed into different speeds, which are action dependant.

What is that good for?
It's good for the same thing having a ton of different damage types and resistances is good for. It makes equipment trade-offs richer, and ensures that one stat is not All Powerful. A lot of the interesting equipment trade-offs you have to think about in Angband revolve around which resistances you want, and which you're willing to sacrifice. Imagine how much more boring the equipment game would be if you had only one resistance stat that resisted all elemental damage.

Instead of asking: "Is losing shard resistance worth an extra couple of points of strength?"

You'd be asking "Is losing ALL resistance to EVERY elemental type worth an extra couple of points of strength?"

The first one is worth thinking about. The second, not so much.

Quote:
Originally Posted by Tibarius View Post
New players should sit down, create a character and start playing ... keep things easy.
Splitting up the the speed stat doesn't change this. Speed isn't really a thing you have to worry about for at least the first 10, maybe even 20 dungeon levels, and it's not like it factors into character creation or anything.

It does make the character status screen more intimidating I'll grant you that. And Angband's character status *is* pretty intimidating already when you first see it. But I'm not sure having thirty-five rows instead of thirty is going to make it any more intimidating to new players.
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Old November 2, 2019, 18:00   #20
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Originally Posted by MITZE View Post
You, uh, probably don't actually want this. Hellband has exactly this AFAICT, and it does not lend itself to smooth, understandable, or intuitive mechanics.
I'll agree that making enemies harder to reason about is a pretty serious concern. The biggest roadblock I run into with TOME4 is that enemies are incredibly hard to reason about, especially rares and bosses (you know, the ones that are actually dangerous). I love the relative simplicity of Angband's monsters in comparison. Though I haven't played Hellband, so I don't know what it is about the split speeds that make the mechanics hard to reason through.
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