Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 22, 2014, 22:46   #31
MattB
Veteran
 
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,164
MattB is on a distinguished road
Not that I pay the faintest attention to score, but if you're going to...

...I think FA has it about right.
MattB is offline   Reply With Quote
Old October 23, 2014, 08:52   #32
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
Different scoring systems for all classes!
Mikko Lehtinen is offline   Reply With Quote
Old October 23, 2014, 10:11   #33
myshkin
Angband Devteam member
 
Join Date: Apr 2007
Posts: 334
myshkin is on a distinguished road
Quote:
Originally Posted by fizzix View Post
I think Psi (or someone else) had another character where they tried to gain the most levels at once. They stair scummed for a longbow and arrows and two-shotted an Erinyes to go from level 1 to level 31. Again, fun once, but super tedious.
I think I am guilty of this crime against moral rectitude, as part of a Hellband competition, but I certainly wouldn't be surprised if Psi also did it, and better.
myshkin is offline   Reply With Quote
Old October 23, 2014, 12:13   #34
PowerWyrm
Prophet
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,761
PowerWyrm is on a distinguished road
Just play an alchemist in ToME2 and kill some mature dragon with your starting potion of detonations.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old October 23, 2014, 13:36   #35
mushroom patch
Swordsman
 
Join Date: Oct 2014
Posts: 298
mushroom patch is an unknown quantity at this point
Of course, I don't begrudge anyone their fun playing wild and woolly games of angband and dying between level 25 and 30 most of the time, but I would say that there's a lot of value in having a vital competitive scene in a game, especially a publicly accessible scene with spectating and so on, as you see with nethack and crawl. A good scoring scheme really helps there.

I mean, of course no one takes score seriously as it is currently implemented. I only started playing angband again a few months ago after about a fifteen year absence (and only then started winning). My first win, which I regard as my worst, was the highest scoring. I did the usual careful scumming, looting, and unique clearing approach, won at xp level 50 in like 1.6mil game turns. My most recent win is my best, but winning at xp level 47 with fairly bad equipment hurts your score (!). Top scoring ladder games have like 64mil turns or something... Probably not something you'd want to encourage.

Last edited by mushroom patch; October 23, 2014 at 17:23.
mushroom patch is offline   Reply With Quote
Old October 23, 2014, 19:06   #36
fizzix
Prophet
 
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,012
fizzix is on a distinguished road
Quote:
Originally Posted by mushroom patch View Post
I mean, of course no one takes score seriously as it is currently implemented. I only started playing angband again a few months ago after about a fifteen year absence (and only then started winning). My first win, which I regard as my worst, was the highest scoring. I did the usual careful scumming, looting, and unique clearing approach, won at xp level 50 in like 1.6mil game turns. My most recent win is my best, but winning at xp level 47 with fairly bad equipment hurts your score (!). Top scoring ladder games have like 64mil turns or something... Probably not something you'd want to encourage.
A while back (way back) I theorycrafted what would be desirable for "compband." The only parts I remembered were setting up level editors so that you could make specific challenges (including persistant levels or similar). I think I was also looking at the way of making real time competitions as well. You have a specific challenge and whoever gets to the goal first wins.
fizzix is offline   Reply With Quote
Old October 24, 2014, 09:04   #37
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
Quote:
Originally Posted by fizzix View Post
A while back (way back) I theorycrafted what would be desirable for "compband." The only parts I remembered were setting up level editors so that you could make specific challenges (including persistant levels or similar).
Some randomness may be desirable in competitions. That same element makes playing boardgames fun even against better players. In best boardgames, IMO, the player with the highest skill wins let's say 85% of the time.
Mikko Lehtinen is offline   Reply With Quote
Old October 24, 2014, 12:28   #38
PowerWyrm
Prophet
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,761
PowerWyrm is on a distinguished road
Quote:
Originally Posted by fizzix View Post
I think I was also looking at the way of making real time competitions as well. You have a specific challenge and whoever gets to the goal first wins.
We used to do that a lot in MAngband! One of the admin could use a sector of the wilderness, build some challenge area with the Dungeon Master command menu (layout + monsters + reward), and then inform the community of the challenge. For example, clear the castle of death and retrieve the power DSM in the central chamber. This is probably the perfect variant for real time competitions.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old October 25, 2014, 08:20   #39
flechette
Scout
 
Join Date: Sep 2008
Posts: 40
flechette is on a distinguished road
Quote:
Originally Posted by fizzix View Post
I think Psi (or someone else) had another character where they tried to gain the most levels at once. They stair scummed for a longbow and arrows and two-shotted an Erinyes to go from level 1 to level 31. Again, fun once, but super tedious.
That was me! From 1 to 33 in one kill, but it was 998491 turns before that kill happened. Scroll to the bottom to see the (fairly short) character log.

http://angband.oook.cz/ladder-show.php?id=10045
flechette is offline   Reply With Quote
Old November 11, 2014, 16:49   #40
Jax
Rookie
 
Join Date: Jan 2014
Posts: 15
Jax is on a distinguished road
ive also been wondering a couple of things regarding turncount.
There are game turns and standard turns. One thing ive noticed in my play is that i have very low standard turns and very high game turns traditionally compared to many other characters. even my latest character has something like 50kstandard, 420kgame. other people's characters that i have seen also have this but nowhere near that ratio, so more like 50kstandard to 200kgame.

What is the relationship between the two? Which would you regard as a better gauge of the "speed" in which you complete the game?

I would like to optimise/find most efficient way to complete the game by turncount:>
as mentioned by people in this thread before i would be interested in setting some rules for a compband where the score is based on "turns" in some sense, disconnected stairs, turns in town dont count etc. possible handicaps on turncount eventually for race/class combos
Jax is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Reducing value of CON Timo Pietilš Vanilla 18 June 25, 2011 22:43
Reducing town annoyance Max Stats Vanilla 8 February 3, 2011 10:11
reducing detection importance? Hariolor Vanilla 19 June 11, 2010 22:16
Reducing Mandatory WoR buzzkill Vanilla 37 February 10, 2010 14:48
Feature Request: Turncount on main screen Rizwan Vanilla 19 October 14, 2009 05:24


All times are GMT +1. The time now is 01:36.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.