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#1 |
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Scout
Join Date: Dec 2008
Location: Los Angeles
Posts: 45
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-TA
Are wands of teleport other necessary after finding a rod of teleport other?
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#2 | |
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Veteran
Join Date: Mar 2008
Posts: 1,722
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Quote:
Another important reason is that the wand has a lower failure rate. The difference in rates can be large. If a monster is particularly nasty, I use a wand even if I have a charged rod available. |
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#3 | |
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Angband maintainer
Join Date: Apr 2007
Posts: 968
Donated: $40
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#4 |
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Scout
Join Date: Dec 2008
Location: Los Angeles
Posts: 45
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Eddie, are you the "Eddie" that wrote up tales of the bold rogue?
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#5 |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 45
Posts: 2,188
Donated: $60
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Is there any other?
__________________
"There is no safety, and there is no end. The word must be heard in silence; there must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#6 |
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Scout
Join Date: Dec 2008
Location: Los Angeles
Posts: 45
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#7 | |
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Veteran
Join Date: Mar 2008
Posts: 1,722
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Quote:
To begin with, there are some basic issues. Should the worst class/race combo at C_Level 50 and 18/200 INT have a 50% chance to activate the toughest item? Perhaps 0% or 90% would be better. Should a starting char have somewhere near a minimum 5% chance to activate PDSM? Should there be the equivalent of "critical hits" upon activation? Perhaps a very high skill could lead to a fair chance of criticals with low level items. As to integer percentages, if you do not allow for 100% activation, then there is no improvement beyond 99%, except perhaps improved criticals. Should there be 100% activation rates for sufficiently skilled chars? Should you allow 100% for some object types but not others, e.g. rods vs wands? I could just answer these questions myself and produce something, but while I have opinions I don't have any strong feelings about any of them. People with arguments to support their opinions should definitely chime in. These decisions will definitely affect gameplay qualitatively. Maybe this discussion is worth a thread of its own. [and yes, I did write the tales of the bold] |
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#8 | |
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Knight
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 29
Posts: 628
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Do you want an algorithm to convert 0-100% into the "best" X in Y chance? EDIT: I just missed Eddie's reply. I would still be interested in coming up with a way of representing percentages, if necessary. |
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#9 |
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Knight
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 29
Posts: 628
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I haven't read the code carefully, but it seems to me that many of the classes that need rods/staves/wands the most are probably the "worst" classes in terms of failure rates. How does this fit in that?
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#10 | |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 45
Posts: 2,188
Donated: $60
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Quote:
Code:
# W: depth : rarity : unused (always 0) : experience for kill
__________________
"There is no safety, and there is no end. The word must be heard in silence; there must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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