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#31 | |
Angband Devteam member
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Lots of variants have percentile stacking resists, but they're usually non-linear. This is a similar concept but kept simple. And just in case anybody's wondering, I am of course thinking aloud about v4, rather than V. This kind of thing would need extensive testing in the context of all the other combat improvements planned for v4 ...
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#32 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
As I said with that change you would be moving to variant-land. |
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#33 | |
Angband Devteam member
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Now, it will take us a long time to get that right - as you say, by changing stuff that's this fundamental, everything else needs rebalancing. This is precisely why v4 exists - so we can take plenty of time to do that without breaking V or having to put it on hold for years. It might work, it might not - if it doesn't we can roll v4 back and no harm has been done to V. If anyone is interested, the initial list of issues we want to look at is here. This list looks purely at combat mechanics, and doesn't include the concomitant changes to resists, monsters, spells, etc. etc.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#34 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
That resistance change you suggested would change fundamental element of what makes angband angband. You would change the game of get minimum required defense, optimize offense and speed and avoid unmanageable fights to resistance gathering game. In order to balance it you would need to introduce new artifacts, new egos, tweak old artifacts, tweak with drop ratios and monster breath deadliness and/or monster depths. This would mean completely new game, not just "rebalancing angband". If you do that in v4 it no longer serves as test platform for Angband even if you succeed to rebalance it, because then v4 would be truly new variant, and no longer Angband. If you insist pushing that change to v4 I beg for other devs to interfere and stop it. THIS is why maintainer is needed. And also why maintainer is called maintainer, not developer. |
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#35 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
If you don't like it, don't play it. V4 will be distant enough from V, that just because a change is balanced in V4, doesn't mean it is balanced in V. But V4 can still yield some insights about what changes might work in V - no more and no less than any other variant can. And it keeps the Devteam happy and helps them to resist the temptation to try out weird ideas in V (which is probably the single biggest benefit of it). A.
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Ironband - http://angband.oook.cz/ironband/ |
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#36 |
Angband Devteam member
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Second biggest. The biggest is that we don't have to have this kind of argument about what is Angband and what isn't!
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#37 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Timo has a point. If v4 becomes too distant from Vanilla, then you stop being able to decide if a feature can transfer from v4 to Vanilla. For example, you could conceivably achieve a new balance in v4 which, as a side effect of completely redoing the item and monster lists, allows x3 elemental branding rings to be balanced. That doesn't mean you can transfer just the rings over to Vanilla proper, and you couldn't (in this hypothetical case) transfer the item and monster list overhaul while retaining a Vanilla feel.
v4 isn't just another variant, or at least that's not how I was lead to understand it. It's a staging area for ideas that the dev team thinks could someday be part of Vanilla. Thus to the extent that an idea is clearly too extreme to ever be a part of Vanilla, it shouldn't be included in v4 either -- it'll just muddy the waters and make it harder to judge other features. But that include/exclude line is pretty fuzzy, depending on where a given person thinks Vanilla is headed. |
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#38 |
Apprentice
Join Date: Oct 2011
Location: Selma, CA
Posts: 77
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Despite having introduced the controversy, I actually agree (on premise, anyway) with Derakon here. Let me try to word it right:
If it's Absolutely Not going to go into V in the foreseeable future, It shouldn't go into V4. I do, of course, realize that still leaves a very wide margin of things that can (and should) go into V4 - But I am concerned about TMJ... Even if V4 does get balanced and polished, what if it's decided that only half the features should go into V? Will V4 then devolve to meet the criteria, get a second round of rebalancing, and then become V? that actually sounds like a reasonable way to go about it, though admittedly inefficient. (Sorry devs!) |
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#39 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
A.
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Ironband - http://angband.oook.cz/ironband/ |
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#40 |
Scout
Join Date: Sep 2011
Location: Town level
Posts: 37
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My concern is that without an official maintainer who is responsible for keeping the game alive? developers can come and go at will, but the question is who is now responsible for angband, and responsible for passing the torch if needs be?
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