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#1 |
Knight
Join Date: Apr 2007
Posts: 726
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[Un] Race and class balancing
As you all know, UnAngband has a multitude of races and classes. They are not very well game-tested, so their stats are not well-balanced. I'd like to discuss some issues.
In particular, after recent changes, Warriors in CVS have lower hitpoints than Artisans. Also, sums listed in comments for some races are no longer correct and they (and possibly some classes) are probably stat-wise unbalanced, and stats are very important in Un, because you cannot just max them all. Moreover, the very negative CON and SIZ for some races/classes is removed and the effects of CON/SIZ is changed, disrupting the delicate (Un)balance of stats, e.g. probably making raising both CON and SIZ equally wise strategy for all races and classes; also probably making it wise for all races and classes to put starting stat points into CON and SIZ, while before for some combos the points would have no immediate effect whatsoever; probably making the very high CON and SIZ of some races much more valuable and increases at the start more beneficial for them, because the stats are now far away from the regions where HP gains are small, etc. The "+ siz_bonus" line in the HP calculation seems strange, because then it is no longer the case that initial HP are equal to Hit Dice. I'm also not sure if doubling CON effect on HP with respect to SIZ is a good idea, because then CON is better than SIZ for almost all classes. This is not bad in itself, but thinking about the game seems to be much easier if the stats are roughly equivalent in usefulness averaged over all classes. Anyway, this decision requires heavy rebalancing in many places (e.g. SIZ item bonuses should be valued less than CON bonuses, CON table for HP bonus should be scaled down and SIZ table scaled up, etc.). The system before the last CVS changes was designed to mimic the old HP values --- even if it put both base HP and bonus HP under the same name as Hit Dice. The current system, after the recent CVS changes seems to result in much higher HP at high levels than before new races and SIZ were introduced. All this said, the system really needs rebalancing (preferably after play-testing) so it's nice it's changing, even if randomly. Eventually it will stabilize at something interesting (even if different from the old Un) for sure. ![]() |
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#2 | ||||||||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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I believe I've actually halved the effects of SIZ, rather than doubling CON. I could be wrong here. If we apply the 'SIZ' modifies hit dice approach, than size should provide (approximately) twice as many starting hit points, than the bonus gained every level thereafter. Note that I've also modified the SIZ table so that the bonus hit points is approximately twice the old values. You're correct that I should change the 'displayed hit dice'. I'm actually tempted to go even further and have SIZ provide a constant HP modifier, rather than one that is scaled by level... that may be too radical. Quote:
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Andrew
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#3 | ||||||||
Knight
Join Date: Apr 2007
Posts: 726
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What I was striving to obtain were viable strategies where some of the stats are never raised and other raised only till 18/50. Ideally, at least one sensible combo for each stat or even each pair of stats. I think it makes the character development more fun, beyond the stereotypical "Mages don't need DEX, Priests don't need INT". Now you can have many kinds of Priests, depending on which stats they neglect. Of course generalists should also be a viable strategy, and I'm quite sure they already are, for all combos. Quote:
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#4 | ||||||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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This equates to Angband, where hit points ~= (hit dice + 1)/2 + con_bonus, except at first level where hit points = hit dice + con_bonus. Quote:
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__________________
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#5 |
Knight
Join Date: Apr 2007
Posts: 726
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I've looked at the code again. You've added a comment to tables.c to byte adj_siz_die:
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This is the total bonus at 1st level, plus every 2 levels thereafter. In birth.c you see Code:
p_ptr->player_hp[0] Code:
p_ptr->player_hp[p_ptr->lev - 1] * bonus / 10 After your changes, the comment would be true for the CON bonus (as it was also before the changes). However, it is no longer true for SIZ, since you exactly halved the value (and added a spurious constant factor, which breaks things even more). If you had trouble understanding my enigmatic hacks, why not just ask (e.g. through the bug system, or commit messages), as I did when I was learning your code... ![]() |
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#6 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Andrew
__________________
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#7 |
Knight
Join Date: Apr 2007
Posts: 726
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*bows deeply*
P.S. Hehe, I've just stolen the first SVN commit in the history UnAngband. ![]() you can see the whole 4-file commit changing HP stuff, this thread is about. Or try this one: Code:
svn merge -r 1200:1199 http://svn.berlios.de/svnroot/repos/unangband/trunk/unangband; svn ci ![]() |
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#8 |
Knight
Join Date: Apr 2007
Posts: 726
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I see you've not reverted to my original SIZ/CON mechanics, but rather moved back closer to the standard V way of handling CON and you consider SIZ just a total replacement of the hit dice. OK, are you happy with that direction? If so, I can live with that, but I can try to repair and tweak the new system, so that it does not crash, is simpler to understand and show in the UI and is better balanced (both in the way it mimics V and in our extra goals, such as encouraging players to neglect some stats). Is it OK, or do you perhaps want to tweak it yourself?
Then we can start arguing about the stats of particular races and classes. ![]() |
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#9 |
Rookie
Join Date: Aug 2007
Posts: 7
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I think the whole idea of size being a stat that improves with levels is kind of strange. I would suggest keeping size as a stat that's mostly dependent on the race you start with. There could be some variation within the race. Size could then be modified by equipment or by potions (that would make you temporarily bigger or smaller) but would otherwise stay unchanged throughout the game.
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#10 | |
Knight
Join Date: Apr 2007
Posts: 726
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![]() If you have game-play objections, however, I'm all ears. P.S. I think we have a problem with Nexus swapping stats in Un (if it's not disabled already). It's basically a disaster or an exploit rendering races moot. The reason is that you cannot max stats in Un and you don't have any "maximize" mode, so Nexus swaps forever everything related to stats, unlike in V. I guess nexus could have it's effect timed, perhaps with the same timer as the long-lasting stat drains in Un. Last edited by Bandobras; August 28, 2007 at 09:07. |
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