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#31 |
Knight
Join Date: Oct 2019
Posts: 936
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If I'm reading this right, danger feeling is proportional to depth. 51^2*1/50 is just over 51, while 26^2*1/25 is a little over 25, both for a monster 1 level OOD.
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#32 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,430
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Was the change that reduced odds of under depth monsters in 4.1? When was that added? The 7-? are usually pits in my experience.
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#33 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,808
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It has always felt to me like that. So what about dividing the whole thing by dlvl and calibrating anew ?
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#34 | |
Apprentice
Join Date: Nov 2019
Location: Pasadena CA
Posts: 84
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Quote:
Some insights, though: - This is the formula I've deduced from the thread: Danger_level = SUM[(MLn^2 x (MLn - DL)) / DL, 1, N] where N is the number of monsters on the level n is the index number for each monster MLn is the nth monster's level DL is the dungeon level SUM is a function that sums the first argument evaluation starting with n = second argument and continuing through n = third argument. - The expression also evaluates to (MLn^3/DL - ML), meaning that the result is going to be proportional to the cube of the monster level. - For low levels, there are going to be few monsters below their depth, so that (MLn - DL) will almost always be positive. - At deeper levels, a lot of monsters will appear where (MLn - DL) is negative. - This negative term will offset the effect of DL on the resulting value. - There is clearly a missing normalization step... I'm guessing it's got a DL^2 or DL^3 term in it somewhere, and then scales to 1 through 9. I'm completely whiffing on any suggestions for changes, other than: - Instead of dividing by DL, maybe divide by DL^2 ?? I'd have to see this in practice before really endorsing it as more than anything but a brainstorm. - Perhaps add a scaling factor for proximity of high level monsters to other high level monsters, to weight pits higher than solitary roaming monsters. - This proximity factor would be something like (MLn / (MLi * SQRT(Xdistance_i^2, Ydistance_i^2)) for each monster n to each other monster i... needs more thought... this can become computationally intensive. - Perhaps filter out monsters in the above for which (MLn - DL) < 0 to reduce the calculation burden. |
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#35 |
Adept
Join Date: Apr 2016
Age: 51
Posts: 138
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After a mere few seconds of thought, my instant (and probably incorrect) reaction to this is: Do we care about under depth monsters at all? They don't necessarily make the level easier. What I am worried about is what OOD nasties I am going to encounter, not if there's the odd grey mold or jackal I'm going to mow down without even noticing
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"This has not been a recording" |
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#36 |
Adept
Join Date: Aug 2014
Posts: 149
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And now a 1-6 level at 4000'. Again a 100 x 35 cavern level, with a Glabrezu (from 2150') as deepest monster.
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#37 |
Apprentice
Join Date: Mar 2017
Posts: 54
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I agree that early 9-2 is probably a pit full of experience and late 9-2 is treasure packed unique lurching around on otherwise empty level.
By the way, do mimics cause feelings? I swear several times I've gotten something like ?-8 on a level with literally nothing on it except potion mimic posing as augmentation or experience. |
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#38 | |
Swordsman
Join Date: Oct 2016
Location: Finland
Posts: 414
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Quote:
I've seen a Ring of Speed on ?-2 level floor and I just attacked it afar knowing it's a mimic, without bothering to bump into it. I've also had a rare situation, where I absolutely could not find the big feeling -item from early dungeon. For an item that monster can pick up, one rare occurrence is that Novice Rogue picks up a ring of speed or a potion of experience and Blubbering Icky Thing then tramples over him destroying the item in process ![]() |
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