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Old January 21, 2009, 22:53   #1
Nick
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[FA] Changes to wieldable objects

Please criticise:
  • Multiple pvals (effectively);
  • No sticky curses (maybe no curses);
  • Many items with a combination of good and bad properties;
  • Every item has a 'power' (randarts currently use this for generation) which is a score of it's properties - positive for good properties, negative for bad;
  • Pseudo-id is based on power, price is largely based on it.

So pseudo-id is kind of a one dimensional summary of mult-dimensional properties.
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Old January 21, 2009, 23:40   #2
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Quote:
Originally Posted by Nick View Post
Please criticise:
  • Multiple pvals (effectively);
  • No sticky curses (maybe no curses);
  • Many items with a combination of good and bad properties;
  • Every item has a 'power' (randarts currently use this for generation) which is a score of it's properties - positive for good properties, negative for bad;
  • Pseudo-id is based on power, price is largely based on it.

So pseudo-id is kind of a one dimensional summary of mult-dimensional properties.
I'd very much like to see this. I don't have any criticism to give you right now, though, since I'm thinking about V's ID system and I'm taking quite a different approach.
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Old January 22, 2009, 00:42   #3
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Quote:
Originally Posted by Nick View Post
Please criticise:
[List]

So pseudo-id is kind of a one dimensional summary of mult-dimensional properties.
Any chance of a little elaboration in the vulgate?
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Old January 22, 2009, 01:49   #4
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My first reaction is: this looks very interesting to see in practice.
One comment: if you're squelching or destroying on pseudo, what you want to know is the sum of all the good stuff, rather than (good - bad) as the bad effects may be something that you don't care about (e.g. aggravation if you're already wielding something that aggravates). But that said, I can see the (thematic) logic behind having it (good - bad).
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Old January 22, 2009, 03:08   #5
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Quote:
Originally Posted by Donald Jonker View Post
Any chance of a little elaboration in the vulgate?
Well, aggravation, random teleportation and acid immunity are quite different things and not really comparable. But if you said (note - hypothetically, these are in no sense the real numbers) aggravation is -2 to power, random teleport is -2 and imm acid is + 10, then overall this is power 6. Which is not very meaningful, but gives an idea of general quality.

Quote:
Originally Posted by Daniel Fishman View Post
One comment: if you're squelching or destroying on pseudo, what you want to know is the sum of all the good stuff, rather than (good - bad) as the bad effects may be something that you don't care about (e.g. aggravation if you're already wielding something that aggravates). But that said, I can see the (thematic) logic behind having it (good - bad).
Yes, I've already thought that this may be painful for squelch. I should have mentioned (and have elsewhere):
  • ID will become either automatic or very common fairly early in the game. So pseudo will be an early game phenomenon.
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Old January 22, 2009, 05:48   #6
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Quote:
Originally Posted by Nick View Post
  • Many items with a combination of good and bad properties;
  • Every item has a 'power' (randarts currently use this for generation) which is a score of it's properties - positive for good properties, negative for bad;
  • Pseudo-id is based on power, price is largely based on it.
This sounds pretty good.. just make sure the "bad" properties aren't so bad that the equipment becomes unusable ala NPP. In other words, make sure bad doesn't always mean aggravate monsters or random teleport. There are a host of other things it might be (and I'm sure you've brainstormed a fair bit and drawn a great deal from others, but here are a few of my probably not original ideas):

stat reduction/draining
reduced light radius
increased appetite
reduced regen
reduced AC
elemental vulnerability

...the list would go on but that's all my brain wants to yield for now. But I do like the idea of a more, shall we say, arithmetic progression of item quality. It's certainly more random, and we know how folks around here feel about that.

I still don't get what curses would be if not sticky... are sticky curses something other than what standard curses are now?
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Old January 22, 2009, 07:23   #7
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Quote:
Originally Posted by Donald Jonker View Post
I still don't get what curses would be if not sticky... are sticky curses something other than what standard curses are now?
By sticky curses, I mean the current curse system, where while something is cursed you can't take it off. I am planning to pretty much take this out, although there may be some aspects of it with some of the bad properties. I'm not sure whether I will call these bad properties curses or not, or if I do whether I'll allow any 'removal' of them. Certainly I'm not planning for {cursed} to be a pseudo-id description. My current thinking is that these would be average, good, bad, excellent, terrible, special, appalling or something like that, with weak pseudo reduced to average, good, bad.
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