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#11 |
Swordsman
Join Date: May 2016
Posts: 330
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#12 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,368
Donated: $60
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Quote:
I don't know what to think about scores at this point, but I am increasingly wary of people who say "The thing wrong with Angband is ..." where the ... is usually approximately "It isn't Brogue" (or other roguelike du jour).
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#13 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,393
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#14 | ||
Swordsman
Join Date: May 2016
Posts: 330
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#15 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,368
Donated: $60
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#16 |
Swordsman
Join Date: May 2016
Posts: 330
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I'm mostly doing things with the ui; better graphics means tiles, and I don't like any of Angband's tilesets. And I'm not going to draw any... As for fancier text mode, there are concerns like "the main problem is figuring out how to use color meaningfully without penalizing the player for not noticing subtle color differences". Brogue solves this issue by using color meaninglessly while penalizing the player for not noticing subtle differences (really, that's exactly what it does). I assume Angband's old timers won't allow that
![]() ![]() As for score calculations; looking at the ladder, the high scores are from the versions 2.8.3, 3.0.1, 3.0.5, 2.8.2... looks like currently Angband's players don't care about high scores. Why not change it to something that would be more interesting to at least some of them? And what can that be, other than the fact of winning the game, and turncount? So I think that those should be the two main, or only, variables in the score formula. Last edited by t4nk; September 18, 2016 at 04:05. |
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#17 |
Adept
Join Date: Sep 2016
Posts: 137
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I would go with something along these lines:
( ( (Max depth * max depth * max depth) / (clvl * clvl) ) * 5) - ( (turns / 1000) ) + ( ( depth of lowest unique * 5) ) + 50% ironman + 33% only sauron + 100% morgoth these numbers should be tweaked but it rewards speed and difficulty. Race and class modifiers could be thrown in too - ex. minus (class or race exp penalty / 5)% |
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#18 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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How about an achievement-based points system, where you get awarded a bonus to your score each time your character breaks a "personal record" like:
- max depth reached - max character level attained - number of items and runes identified - number of uniques killed - number of artefacts found - max damage done with a single blow/spell - max EXP gain for killing a single monster - highest value or rarest item found - greatest difference between character level and dungeon depth etc. That way score doesn't climb infinitely from grinding repeated actions, but only rewards the player each time they achieve something new/better than they've done before. Plus it would be easy to show the player a scoresheet of all these tracked statistics to give them some feel for what they're getting the points for. |
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#19 |
Veteran
Join Date: Jun 2007
Posts: 1,388
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I like it, but it is quite similar to the "track some stats" thing. (That's a great start for a list of stats worth tracking, though!)
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#20 | |
Knight
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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