![]() |
#1 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
![]() |
Why does literally everything do acid damage
Hi I'm having a lot of fun playing the 3.5 comp, and I have come up with a revolutionary idea re: the future direction of Angband development.
The Big Idea: Make not a billion things do acid damage. In one room alone just now I have fought A 'bloodshot' icky thing Water hounds A water vortex A purple worm An ochre jelly A gelatinous cube and those are just the ones I can remember. Guess what all of them have in common? I'm not sure why all these things have different colors and flavors if all they do is barf acid. Why don't we just assign a color (green) / flavor (water) of monster to acid damage and be consistent with it? Acid damage is basically a waste of time anyways, things are cheap enough that I just go up to town and buy new enchanted equipment. The only super annoying thing is that it blows up staves (and even then I only think when it's a breath). Honestly I'm on DL25 and I feel like literally half of everything I've fought that's not an orc does acid damage. This is kinda super repetitive! At the very least it would be nice if we could use visual cues like "hey that's green, fuck that thing I'm outta here"
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
The weird thing is that almost all of the acid-based monsters are front-loaded into the first 20 levels of the game. After that they tail off considerably; I think the only new acid-based monsters after that point are acidic cytoplasms and black puddings.
Of course, in the mid- and late-game, most of your equipment can't be damaged by acid anyway, so it loses some of its punch. But it does seem like acid monsters are a bit densely-packed early on! I've honestly just stopped noticing acid damage, really. It's basically your introduction to "nothing is permanent, don't get attached to your gear/stats/etc." I don't claim that makes it fun. |
![]() |
![]() |
![]() |
#3 |
Swordsman
Join Date: Jun 2013
Posts: 428
![]() |
This resonates. Screw all of these monsters. Double-screw the ones that have at least two of the following: fast, ranged, appear in groups. They're not hard to deal with. They're just annoying. I don't seriously argue we get rid of this, but it isn't fun. It's one of those things that I think "fucking Angband. I hate this stupid game. Wait I'm still playing it."
|
![]() |
![]() |
![]() |
#4 | |
Veteran
Join Date: Jan 2012
Location: East Coast, U.S.
Age: 38
Posts: 1,106
![]() |
Quote:
__________________
My best try at PosChengband 7.0.0's nightmare-mode on Angband.live: https://www.youtube.com/watch?v=rwAR0WOphUA |
|
![]() |
![]() |
![]() |
#5 |
Swordsman
Join Date: Jun 2013
Posts: 428
![]() |
Oh god yes. I've been playing a lot of poscheng lately and it's much more irritating with drains, acid, and company. Plus the monster memory doesn't play nice.
edit: I just yesterday compiled a debug build so that I can activate monster knowledge, but I haven't played any games with it yet because of the competition. I don't plan to submit any of said characters to the ladder because I know it's looked down upon, but I have limited patience for self-pat-on-the-back-because-we-so-veteran design. tl;dr I will play cheating poschengband characters to learn more and not upload them to the ladder. Last edited by krazyhades; May 2, 2014 at 05:36. |
![]() |
![]() |
![]() |
#6 | |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
![]() |
Yes, I should have been clearer about this point specifically.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
![]() |
![]() |
![]() |
#8 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
![]() |
Quote:
![]()
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
|
![]() |
![]() |
![]() |
#9 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,747
Donated: $60
![]() |
Quote:
![]()
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
|
![]() |
![]() |
![]() |
#10 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
How about this: give each piece of armor HP equal to 10 * current AC (so unenchanted Soft Leather Armor would have 80 HP, for example). If acid attacks the armor, then the armor loses HP; for every 10 HP it loses it loses 1 AC. Acid deals all of its damage to armor, if it can; it only hurts the player if the armor cannot be damaged by acid (either because it's immune or because it has no more HP).
You could also make it just be "10 acid damage = lose 1 AC" but then small acid attacks either get ignored or get overly large influence. That might be worth the simplification though. In any event, the effect would be to make acid really hard on your armor while doing next to nothing to the character -- but with a clean transition to doing normal damage to the character when their gear becomes immune to acid. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Acid | Issunrai | Vanilla | 12 | June 27, 2012 15:12 |
Damage bonuses that don't provide extra damage? | Egavactip | v4 | 2 | May 27, 2012 01:51 |
acid vs magical armor | PowerDiver | Vanilla | 31 | March 20, 2011 17:15 |
Acid does not melt things! | ekolis | Vanilla | 9 | January 24, 2011 17:19 |
Ring of Acid et. al. question... | Tiburon Silverflame | Vanilla | 1 | May 30, 2010 12:29 |