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#1 |
Scout
Join Date: Nov 2012
Posts: 44
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Playing Angband again after many years!
Hi all,
I have started playing 3.4.1 after an absence of many years from angband. I am pleased to note that it is as addictive as ever! I have a few comments and questions (and maybe even a suggestion or two). I am glad to see that squelching made it into the vanilla game. I wrote the first squelch patch many years ago, and it was (and may still be) a controversial topic at the time. I am glad to have been able to give something back to the game. I love many of the changes that have cropped up. The removal of *ID* and reduction of need for regular id, the 'know-by-use', the expanded knowledge screens. It's all wonderful and I congratulate the team for building this up. When a weapon is 'I'nspected, the average damage per round is one of the figures given. (I am gratefule for this, BTW.) Does this incorporate speed into the calculation? Looking at the code, my guess is that it does not, and I do think that this would be a useful enhancement that would come into play when deciding between Rings of Damage and Rings of Speed, for example. I have played about 15 games and only have had success with one character, a half-troll warrior. What are the suggested 'easy' combos to start with? Also, it used to be the case that there was a reasonably set pattern to what is needed before one dives. With the rebalancing, is this still the case? With my 'successful' character, I managed to get to the point where in the old days I would have been scumming for stat gain potions, but they seemed to be really hard to find this time around. I dropped to DL 30-31, which as I understand it is where they start getting generated more readily, but after a couple of hours I was only able to find a handful of potions. Is this expected? I am a little frustrated with the apparent reduced artifact drops. In all of the games I have played, I have only seen one artifact, the Cloak of Thingol. Is the Phial ridiculously harder to find nowadays? Note that my frustration does not mean that it should be changed back. It was a glorious moment when I did get that artifact. Anyhow -- thanks again to everyone who has made this game what it is. Best, Dave Blackston |
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#2 | |||||||
Prophet
Join Date: Dec 2009
Posts: 9,022
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Not to mention that dropping your speed too low means you get double-turned by your enemies. I just don't think it's a good idea to have the game explicitly recommend dropping your speed. Quote:
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As for the frequency of other artifacts dropping, I'm afraid we've had so many arguments about what the right rate is that I've lost all feel for how it used to be in the old days. Thanks for the feedback, and good luck with your 'banding! |
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#3 | |||
Angband Devteam member
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Welcome back.
__________________
"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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#4 |
Scout
Join Date: Nov 2012
Posts: 44
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Hi all,
Thanks for the responses. It is good to be back. ![]() I'd like to comment further on weapon 'I'nspection. I believe that incorporating speed is the 'right' thing to do in that it calibrates the value to a completely neutral baseline. Right now, the value is the amount of damage done to a monster of the same speed given a 100% hit probability. The 'same speed' means that you have a floating baseline. With the speed adjustment, the value is the amount of damage against a normal speed monster assuming a 100% hit probability. A higher number is always better. This is true even if you are risking getting double attacked in a round because of reduced speed. If you are doing enough more damage in your slower attacks, then it is right to reduce speed to increase damage. Note that it is always the player's responsibility to mentally factor in the speed ratios and to-hit probabilities in order to decide whether to attack a given monster. Here's an example. All else being equal, the current implementation would always suggest that a RoD+1 is better than a RoS+10. This is simply almost never the case and I would argue that it is a mistake for the code to suggest this. Thanks for the feedback also on diving versus scumming. It's hard to abandon the habits/groupthink of years past, but I think I am up to the task. ;-) |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I suspect this is one area where we'll just have to agree to disagree. The current display is basically "damage per blow multiplied by number of blows", which roughly corresponds to how much damage you could expect to do in one "round" of combat, plus a little extra for however many fractional blows you have. Personally I prefer that approach; it seems simpler to my mind.
Anyway, even in the cases where you're deciding between =Speed and =Damage, I'd generally prefer to go with =Speed even if my damage-per-normal-speed-turn dropped, because speed gives a huge number of benefits that aren't directly related to how much damage you do. |
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#6 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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I'd like to see hit chance shown in monster status line like in Halls of Mist:
70% is the hit chance, 11% the critical chance. (l)ook at a monster and you see the hit chance with your current melee weapon. (f)ire or (t)hrow at a monster and you see the hit chance with that missile weapon. |
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#7 | |
Scout
Join Date: Nov 2012
Posts: 44
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Dave |
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#8 | |
Angband Devteam member
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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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#9 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,158
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For most of the time, I follow a simple ruleset to evaluate speed vs damage: - if your speed is below +10: prefer speed always - if your speed is 10-19: prefer damage unless the additional speed gets you over +20. At these stages, I assume youll be fighting dangerous things with a speed buff in effect; at +31 speed basically nothing can get double move. - if your speed is 20+: prefer damage as more than +30 speed is of little value. |
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#10 | |
Scout
Join Date: Nov 2012
Posts: 44
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It occurs to me that the number I prefer is simply the normally presented number times a constant factor, and it would be a trivial matter to present this value (perhaps as part of the 'Speed' description). The multiplier is simply the value of extract_energy[p_ptr->state.speed]/10, and speed could be presented as something like Speed Normal or Speed -10 (0.5x) or Speed +10 (2.0x) to give a few examples. This would be the best of both worlds, in a sense, as it gives the player enough information to derive the value I prefer, while maintaining the presentation of the current value. Cheers, Dave |
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