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#21 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
![]() The goal, as I understand it, is primarily to have something we can objectively measure that can then be used as a tool to guide balance decisions. Of course final balance decisions should not be made solely on the basis of these tools; what matters is that the game is fun to play. But it can be very helpful to be able to ask "fizzix says he had this game where he found tons of overpowered stuff, was that just a lucky game or is that actually representative of the current state of things?" Not to mention, if we decide to do something like "make powerful items more rare", say -- item distribution is super complicated with a myriad interdependent factors. Tools that can gather stats and objectively measure item power can tell us if we actually did what we set out to do. tl;dr making decisions in the absence of good data is super hard and leads to a lot of trial and error, so let's get some good data. |
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#22 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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My aims here are
Obviously there are some changes in the game which enforce changes to the power calculation (like the new curses), but it would be nice if those were fairly natural changes to make.
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#23 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Quote:
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#24 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
First, the basic calculation of slay/brand powers works like this:
So, if you believe the monster power values, this should give an average multiplier for that slay/brand combination. Even if you don't, you would expect it to be close to that. A table of some of these multipliers (approximately): Code:
slay evil 1.9 acid brand 1.3 other brand 1.2 slay animal 1.1 *slay* dragons 1.03 slay orc + slay troll 1.001 The power code then goes on to add (this multiple * dice power) to the overall power (so effectively weapons with a slay/brand, no matter how weak, get their dice counted twice), and then goes further to give bonuses for multiple slays, *slay*s and brands. Conclusions:
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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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#25 |
Knight
Join Date: Sep 2013
Posts: 527
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How about:
Every power/feature has an innate value. rFire is 100, immFire is 300, etc. Synergistic powers multiply. Slay Evil = x, +blows = y, both = (x+y)*1.5. You could offload the innate value and the various synergy multipliers to an edit file. Edit: damnit, beaten as I typed. |
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#26 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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You are undervaluing *slay* dragon because they are so common and such high-value kills. Since you can select monsters to kill (except for bosses) this calculation can never be really accurate. And slay animal is worse, because nearly all animals can be killed with lightning or acid brand.
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#27 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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There's a fallacy in the calculation. If I have a weapon that does a lot of damage versus dragons and not much versus everything else, I'm going to actively seek out dragons to kill, and consciously avoid the other monsters. In the infinite inventory case, I would keep a strong weapon against dragons, demons, undead etc. Obviously, in the finite inventory case this isn't possible, so a weapon with just slay dragon and nothing else is pretty useless.
This is a lot more clear with ammo, where with the quiver, the inventory pressure is a lot less for keeping multiple branded ammo. Often the decision of whether or not to kill Ancalagon depends mainly on whether I have powerful ammo of slay dragon. |
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#28 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
![]() One thing I didn't really mention was that on weapons with multiple slays and brands, the average multiplier was very close to being just the average multiplier for the best slay/brand. So slay evil and slay dragon is almost the same as slay evil; as you point out, though, that combination would encourage the player to fight evil things, and especially dragons. So I probably went a bit far in my conclusions, but the whole process has helped my thinking on changes to the power calculation. This forum is actually quite useful ![]()
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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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#29 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Quote:
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#30 | |
Angband Devteam member
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Quote:
We have a choice: imperfect algorithmic power, or imperfect simplified power. The same goes for monsters. I don't see the logic of simplifying one but not the other. If you're hand-crafting monster power, you can hand-craft item prices and randarts! (Take a look at Greg Wooledge's original randart code to see what I mean.) If you want to make randarts less random and more balanced, take a look at the themes code in v4.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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