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Old June 14, 2011, 21:45   #11
Jazerus
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The nightly level feelings at early depth often don't really convey how good the treasure is; while it was easily possible to get excellent and splendid feelings from about 1000'-2000' when safety feeling and treasure feeling were merged, I've started finding good artifacts on "You think it might not be up to much" levels in those depths - treasure feeling might need to be a little bit more sensitive than it is currently.
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Old June 14, 2011, 23:29   #12
Magnate
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Quote:
Originally Posted by Jazerus View Post
The nightly level feelings at early depth often don't really convey how good the treasure is; while it was easily possible to get excellent and splendid feelings from about 1000'-2000' when safety feeling and treasure feeling were merged, I've started finding good artifacts on "You think it might not be up to much" levels in those depths - treasure feeling might need to be a little bit more sensitive than it is currently.
You are right that finding a non-junk artifact with that description is wrong. We're not far now from using the stats module to log level feelings over ten million dungeon levels (100k runs x 100 levels) - that will enable us to adjust the distribution better.
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Old June 15, 2011, 00:02   #13
Chud
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Originally Posted by Derakon View Post
I just turned level feelings off and never looked back. IMO they don't contribute positively to gameplay. If you want to know if anything good is on the level, then go explore the level to find out. Otherwise, if you miss something juicy, oh well; there's always another level.

Obviously this works less well when playing with preserve off.
Maybe a middle ground could be no level feelings at all, except that when preserve is off you get a feeling that tells you an artifact is here. Simple, binary, somewhat avoids the annoyance of someone missing Ringil when they found the jelly pit first and assumed that was it. Too much unambiguous information though?
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Old June 15, 2011, 05:48   #14
Timo Pietilä
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Quote:
Originally Posted by Chud View Post
Maybe a middle ground could be no level feelings at all, except that when preserve is off you get a feeling that tells you an artifact is here. Simple, binary, somewhat avoids the annoyance of someone missing Ringil when they found the jelly pit first and assumed that was it. Too much unambiguous information though?
Following that, maybe give just "ordinary dungeon" when player checks the dungeon feel (and nothing without checking) in all dungeons without something that really makes it different to rest of the dungeons, so that you get "There is something different here" with pits, vaults and huge number of high-value items or groups of dangerous monsters

BTW monsters should have different values like items do, not just "it is native here, it is not native here". Azriel is dangerous everywhere. Packs of time hounds can kill everything.
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Old June 15, 2011, 09:54   #15
jens
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I like the suggestion of not having a feeling if there is nothing interesting on the level. So in effect replace the two lowest feelings with "", and rewrite the but/and code to adjust for that.

If you don't like that, please refrase the boring feeling:
from "you feel terribly bored."
to "you feel it may be boring."

Oh, btw: there still is no need to stay on a level to get a feeling, you always get it.
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