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Old September 19, 2016, 19:35   #21
redlumf
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Quote:
Originally Posted by Nomad View Post
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:
...
I like it! Plus:

* total (real) time played per toon/class/total
* total number of monsters killed
* total deaths
* max number of dungeon levels (unique) between town visits
* total gold
* total number of objects
* total number of keys pressed
etc...
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Old September 20, 2016, 03:11   #22
Pete Mack
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Monsters killed is a terrible stat, like the infamous use of lines of code written as a quality metric.
Did you kill morgoth, or how close did you get? How efficient were you about doing it? And yeah, a modifier for ironman--no artifacts, no stores, and forced descent--makes some sense. The other difficulty options make little difference.
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Old September 30, 2016, 04:42   #23
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Sorry to be a bit late to this discussion. This is something close to my heart, since I personally like "difficulty" (whatever that might happen to mean) rather than "speed" as a measure of accomplishment. I would very much like to see some sort of difficulty modifier optionally available in the game. While I entirely agree that one cannot truly capture all the nuances in a single number, I also think that doing anything more complex than a simple multiplier is going to be too annoying. I guess I'd be in favor of keeping the "score" and the "difficulty" numbers reported separately. This would keep the existing ladder the same, but allow for new sorting options (i.e. sort by difficulty, or sort by difficulty*score). A competition could then require a minimum difficulty number, or sort by score*difficulty (or both).

I freely admit that finding good values for each possible challenge setting will be hard. And some combinations probably have more-than-linear effects on each other. But I very much think that this is something worth doing.
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Old May 13, 2022, 05:09   #24
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Anyone got some new ideas about score system? I'm looking into implementing achievement system in my variant, so it will be fun to get some new ideas in this field.
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Old June 8, 2022, 20:49   #25
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Anyone got some new ideas about score system? I'm looking into implementing achievement system in my variant, so it will be fun to get some new ideas in this field.
I wonder what Angband would look like if there were something like an experience clock rather than a food clock. Even with the relatively recent overhaul to food, I still barely pay attention to it. If relying on resting and neglecting your turn count and efficiency moving had direct penalties on the player's ability to win, I think the point behind food would be better addressed and also make turn count and experience simultaneously more meaningful metrics in scoring.
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Old June 8, 2022, 21:31   #26
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Originally Posted by emar View Post
I wonder what Angband would look like if there were something like an experience clock rather than a food clock. Even with the relatively recent overhaul to food, I still barely pay attention to it. If relying on resting and neglecting your turn count and efficiency moving had direct penalties on the player's ability to win, I think the point behind food would be better addressed and also make turn count and experience simultaneously more meaningful metrics in scoring.
Oh.. you can try Tangaria to get such feeling in Tangaria food is very important resource which you should mostly find in the dungeons
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Old June 9, 2022, 19:34   #27
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cool idea would be fun to add some more meaning to score
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Old June 13, 2022, 21:43   #28
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there is only one valid metric of scoring and that is
1. how massively OP is your character when you retire.
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Old June 14, 2022, 11:03   #29
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Defined by having all resist covered, all relevant stats at 18/220 or over, and all uniques killed. XD
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Old June 14, 2022, 11:30   #30
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IMHO score should define not the grind, not the luck, but your skill. getting OP items by luck or by grinding lvls is meh... while killing Morgy when you wear rugs - is skill
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