Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Sil

Reply
 
Thread Tools Display Modes
Old May 26, 2014, 19:11   #471
absolutego
Scout
 
absolutego's Avatar
 
Join Date: Aug 2013
Posts: 41
absolutego is on a distinguished road
id-on-sight is a very significant change and i don't think you'll find much traction here. i would lobby for id-on-use though. it's pretty much what you get in practice without the ridiculous edge cases (no need to wait 100 turns next to a worm or a spider so it poisons you and you can id !slow poison for xp, bashing doors so you can get stunned to id clarity, farming slowing or blinding traps, weird food thingies not id-ing unless you cross a satiation threshold, etc). the only things that wouldn't work are never-cursed, equippable items like hunger, blight, winter's chill, but those are not very well-designed to start with (as opposed to e.g. treachery or the cursed weapon egos).

you might want to try marvinpa-sil sometime, it does alleviate some of these things (no perception checks, artefacts always id, a few more consumables id on use, and lore-keeper is a bit more useful). very late edit: haha i forgot to mention monster recall; i would *refuse* to play without that.

Last edited by absolutego; May 28, 2014 at 08:39.
absolutego is offline   Reply With Quote
Old May 26, 2014, 21:41   #472
debo
Veteran
 
debo's Avatar
 
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,385
debo is on a distinguished road
I always wondered how the game would play if you got the xp for a new item discovery even if you don't know what it is yet. So, I see a red potion, I get 100XP, and identifying it strictly serves to let me know when and how to use it safely.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'
debo is offline   Reply With Quote
Old May 26, 2014, 21:50   #473
locus
Adept
 
Join Date: Nov 2012
Posts: 165
locus is on a distinguished road
They don't exactly get it free, but lore-master is a lot more accessible to the House of Finarfin.
locus is offline   Reply With Quote
Old May 27, 2014, 20:47   #474
Infinitum
Swordsman
 
Join Date: Oct 2013
Posts: 265
Infinitum is on a distinguished road
Quote:
Originally Posted by absolutego View Post
the only things that wouldn't work are never-cursed, equippable items like hunger, blight, winter's chill, but those are not very well-designed to start with (as opposed to e.g. treachery or the cursed weapon egos).
+1. Actually I think only Winter's Chill wouldn't be affected (out of serpent/frost troll depth) - Hunger is easily ID'd by going down a hunger level whilst wearing it (ditto sustenance items) and carrying around poison potions in order to test unknown armors for Blight works as inventory space allows.

The only items that are hard to use-ID as long as you know the tricks to it are +0 stat jewelry, adornment, cold/fire affecting items (since the monsters they protect from are generally best left alone) and Staffs (unless you don't mind setting up ridiculously elaborate situations that is - then again the only -important- staffs that don't auto-ID are Sanctity and arguably Freedom; the rest can wait until knowledge), and there are more than enough knowledge charges to go around for those.

I have mentioned this before but the ID system gets quite formulaic after a few playthroughs; It does add some space tension for the inventory but that's about it really. I could stand to see it go as well.

Last edited by Infinitum; May 28, 2014 at 15:36.
Infinitum is offline   Reply With Quote
Old May 28, 2014, 08:36   #475
absolutego
Scout
 
absolutego's Avatar
 
Join Date: Aug 2013
Posts: 41
absolutego is on a distinguished road
i forgot danger which is arguably the most important one, but also the easier to fix: curse it, give it a good ability. ideally ("imo") there would be one cursed, "mixed blessings" ego type on each slot and none that are just plain bad. (jewellery items with negative enhancers should go too; i think half's mentioned this at some point).

a while ago i had a branch where i played with this stuff but there was no way to get any traction so i got bored and dropped it. seemed doable though.
absolutego is offline   Reply With Quote
Old May 28, 2014, 13:08   #476
skadefryd
Rookie
 
Join Date: Nov 2012
Location: Tübingen, Germany
Age: 33
Posts: 12
skadefryd is on a distinguished road
Quote:
Originally Posted by Scatha View Post
The main motivation behind the way the gorged status works is the 'realism' aspect. We don't want players to be able to eat all their food all at once rather than having to hold it in their inventory. We do want herbs and potions to help stave off starvation in an emergency, so they are folded into the food system.

Thanks for bringing the problem up.
Is the realism all that critical? It's unrealistic anyway that one quaffs a potion or eats an herb and immediately benefits from its effects––if realism were the goal, they should all take time to kick in.
skadefryd is offline   Reply With Quote
Old June 10, 2014, 13:35   #477
intently
Scout
 
Join Date: May 2014
Posts: 26
intently is on a distinguished road
It would be more psychologically pleasing if light weight items were shown with to-hit and evade bonuses rather than showing heavy items with to-hit and evade penalties, even if the net result were the same as now.

So I know this change might introduce other problems But one of the things I like least about the gear selection is how everything has penalties. Putting on new gear should make you feel awesome, not ambivalent. Trade-offs make for compelling game-play, but you should trade-off benefits against each other, not penalties.

For example, here are some armors now:

Code:
Robe
Leather Armor [-1,1d4]
Mail Corslet (-1) [-3,2d4]
And here's how it would look with my proposed change:

Code:
Robe (+1) [+3]
Leather Armor (+1) [+2,1d4]
Mail Corslet [0,2d4]
Obviously this change would mean that a character would hit and evade better while wearing a robe than while naked, which isn't very realistic... however, no one walks around with empty gear slots anyway except at the very beginning of the game.
intently is offline   Reply With Quote
Old June 11, 2014, 00:16   #478
locus
Adept
 
Join Date: Nov 2012
Posts: 165
locus is on a distinguished road
Quote:
Originally Posted by intently View Post
It would be more psychologically pleasing if light weight items were shown with to-hit and evade bonuses rather than showing heavy items with to-hit and evade penalties, even if the net result were the same as now.

So I know this change might introduce other problems But one of the things I like least about the gear selection is how everything has penalties. Putting on new gear should make you feel awesome, not ambivalent. Trade-offs make for compelling game-play, but you should trade-off benefits against each other, not penalties.

For example, here are some armors now:

Code:
Robe
Leather Armor [-1,1d4]
Mail Corslet (-1) [-3,2d4]
And here's how it would look with my proposed change:

Code:
Robe (+1) [+3]
Leather Armor (+1) [+2,1d4]
Mail Corslet [0,2d4]
Obviously this change would mean that a character would hit and evade better while wearing a robe than while naked, which isn't very realistic... however, no one walks around with empty gear slots anyway except at the very beginning of the game.
Boots and cloaks are already pure-upside like this.

I dunno, it seems really weird to me that putting on a heavy mail corslet should give you +1 to evasion just because it's lighter than a hauberk which would give you +0. Even if you made it mechanically equivalent (possibly by allowing the player to start the game with a set of ordinary clothing), I think it would hurt the flavor more than it would help the psychological aspects.

I might be in favor of giving all body-armor +1 to evasion, so that Robes would have equivalent stats to Cloaks, and then Leather Armor, at least, would be all-upside. You could balance this pretty well by giving all monsters outside the first 150' a +1 to hit.

You might also give all handwear +1 accuracy, and then you wouldn't have any weird items that didn't do anything (except Crowns I guess, but those are supposed to be ornamental). Again, you'd have to balance it by increasing enemy evasion.

Last edited by locus; June 11, 2014 at 00:22.
locus is offline   Reply With Quote
Old June 11, 2014, 07:39   #479
taptap
Knight
 
Join Date: Jan 2013
Posts: 710
taptap is on a distinguished road
Quote:
Originally Posted by locus View Post
Again, you'd have to balance it by increasing enemy evasion.
Or by a significant dexterity reduction for everyone.

Why would you for a "flavour"-change tremendously unbalance the game and make early smithing a required pick? What is the point of that apart from seeing higher numbers in the game?
taptap is offline   Reply With Quote
Old June 11, 2014, 14:14   #480
intently
Scout
 
Join Date: May 2014
Posts: 26
intently is on a distinguished road
Quote:
Originally Posted by taptap View Post
Why would you for a "flavour"-change tremendously unbalance the game and make early smithing a required pick? What is the point of that apart from seeing higher numbers in the game?
I agree, my proposed change is messy... it was meant mostly as an example. I agree that it wouldn't be good game design.

My overall point is that it is less fun to trade off penalties than to trade off bonuses. I'd rather choose between [+2,1d4] and [+0,2d5] than between [-1,1d4] and [-3,2d5], even though the choices are functionally equivalent.

From a game design perspective, penalties on gear or skills should be rare and should be used to balance out exceptionally powerful abilities. This isn't realistic, but it makes for a better player experience. In order to create trade-offs for the player without having penalties everywhere, you can "simply" scale your bonuses to make the penalties "invisible".
intently is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Sil half Sil 407 March 21, 2018 15:12
Sil: What are your favourite features of Sil? half Sil 25 April 30, 2014 06:41
Sil 1.1.1 half Sil 99 March 6, 2013 08:25
Sil 1.0.2 half Sil 282 September 1, 2012 20:38
Sil 1.0.1 half Sil 169 April 6, 2012 01:57


All times are GMT +1. The time now is 04:28.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.