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#61 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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I don't really like this proposed solution, as it could be very problematic in a combat situation. Failing the device, I don't want my @ to keep trying ad infinitum while some monster is breathing down @'s neck. @ should be able to switch tactics in the heat of the battle, rather than mindlessly trying to repeat an action that didn't work immediately.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#62 | |
Knight
Join Date: Jul 2009
Posts: 701
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Quote:
I agree with the idea that failing devices when there is no disturbances around the character is a quality of life issue rather than a tactical issue, and I would be very happy to have repeat-attempt-until-success-or-disturbed be the mechanic. |
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#63 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,229
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Quote:
As ewert pointed out, it wouldnt be as bad as you make it to be - youd be disturbed by the same things that disturb your digging and you could set the # of attempts lower than for digging, maybe 10 or 20. |
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#64 |
Swordsman
Join Date: Mar 2012
Posts: 439
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It used to be that, as a lowish level warrior, I'd love getting a set of dragon scale armor or a ring of ice-type item. Now I generally just ignore them because I can't ever get them to activate. Ditto for a number of other magic items. They are just useless hunks of junk for warriors, except possibly long past the time when they can be useful to warriors. I think it's stupid to be able to have a snowball's chance in hell of activating an item when you need it. A larger chance of failure than for other classes is fine, but what I've been experiencing is ridiculous. Like having to activate a Rod of Magic Mapping 10 times to get it to work. Like being totally unable to use a Rod of Speed in combat because you will die before getting it to activate (you can only use it if you spend time time prior to combat trying to get it to activate, then rush into combat).
Maybe there should be an anti-magic character class like a Barbarian and all this stuff can be sloughed off on it, but it's been pretty frustrating for someone like me who usually plays warriors. |
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#65 |
Swordsman
Join Date: Aug 2020
Location: London
Posts: 426
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Literally the only class I never play is a warrior. I'm enjoying all the balance whines with a single malt, a pipe and a roaring fire at my toes. I'm only surprised a warrior can spell rod, let alone activate it
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#66 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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I've given the device use fail rate issue some thought, and come to the conclusion that adjusting the formula to allow more range was only half the job. The other thing that needs doing is adjusting individual items so they have the appropriate difficulty.
Historically an item's level (which determines failure rate) was tied to the depth it appeared in the dungeon, but now it mostly affects failure and recharging. So the question is, which items are the wrong level? I'm inclined to say that DSM should clearly be lower level, some utility rods and the elemental rings probably should be, and there are probably some things which are actually too easy (for example, rods of Treasure Location are level 5, the lowest in the game). I think probably the best starting point is warriors, who have the worst device skill and arguably the greatest overall need for devices (at least for utility). I'm inclined to think that attack rods should be high level, utilities like Recall and Illumination low level, and things like Healing and Speed there are arguments both ways. Opinions please ![]()
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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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#67 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,229
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Whether thats a good solution depends on the specific values you chose; I dont see anything wrong with it in principle.
I would advocate a curve that at some point gets to <10% activation chance for all utility items; so maybe, treasure location at lvl 5 and rod of speed at lvl 45 or so, with intelligence score having little impact. That is _not_ high fail rate by any means; if high fail rate is desired, and I am not at all advocating against it, then I would want to see a different solution that doesnt end up testing the players device skills (key pressing). |
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#68 |
Adept
Join Date: Jul 2019
Location: Seattle, WA USA
Posts: 151
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Sounds like a good idea to me. The current situation is a bit appalling at times.
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#69 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Nick--just use half depth for worn equipment difficulty. It makes sense thematically, too.
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#70 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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Quote:
So more than two things, I guess ![]()
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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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