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#11 |
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Apprentice
Join Date: Jul 2007
Location: Lawrence, Kansas
Posts: 77
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You're right; no book. I had accidentally reloaded my save after I died but then realized that I had to copy over the file again instead.
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#12 |
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Prophet
Join Date: Mar 2008
Posts: 2,588
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The real question is whether to go down barehanded. In 3.0, I would often go barehanded, but it is harder now to survive until you find a weapon. That 40 gp would buy another ?dObj or 2 ?phase with cash left over.
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#13 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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I have a question about these competitions. Not sure if this has come up before, but I didn't see it on the main topic. I didn't go searching through all the individual competitions though
Since we're all starting from the same save file each game, the flavors remain the same. After playing several attempts you remember what certain important flavors are. What's the etiquette for this? Do you have to pretend that you don't know that you're holding a potion of speed? On the flip side, can you record all the scroll flavors to use in a future attempt? I guess the best would be if there was some sort of 'randomize all flavors now' option, but since, really, this is the only use for it, I don't see why there would be. |
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#14 | |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 38
Posts: 725
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Quote:
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#15 | |
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Swordsman
Join Date: Jun 2007
Posts: 292
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Quote:
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#16 |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 38
Posts: 725
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But then you are not playing the same 'game' as everyone else as you will have different shops etc - which is particularly important in an ironman comp. Other comps also start with a partially developed char.
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#17 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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Quote:
Thinking about it a little more, it'd be pretty easy to write a standalone program to randomize the flavors.txt edit file If I understand the code correctly, this should have no effect on gameplay besides matching the flavors to different numbers. The program can be rerun on each restart. This probably goes above and beyond the call of duty, and for now, I'm going to assume that knowing certain flavors helps make up for not having pb1 in down. (pretty easy for me means that an incompetent coding bub like myself could write something for it. Granted, not in a language usable to anyone else...) |
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#18 |
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Rookie
Join Date: Sep 2009
Posts: 13
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It seems like the turncount/XP ratio is incredibly dependent upon the luck one has in finding speed items. Obviously, there's a lot of skill involved in diving quickly - I'm not a particularly rapid player, and I'm impressed by those who are. This comes to my attention as I just passed Murphy up on the competition ladder - I have a HUGE unfair advantage due to my +30 or so permanent speed. In terms of player turns, I'm sure I've played more than he did, but he never found any permanent speed items.
Permaspeed is already enough of a bonus for survival. Doesn't seem like it also ought to be factored so heavily into competition scoring. |
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#19 | |
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Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 38
Posts: 725
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As angband is a random game, you really can't factor for luck when ranking a competition and XP/turncount is probably the best measure for skill (as opposed to pure XP which favours grinding). |
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#20 |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,762
Donated: $60
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Yeah, it's hard to get a really good measure of performance, and I keep coming back to XP/turncount. It usually comes out OK (at least as a means of picking the winner) by the end anyway.
__________________
"There is no safety. 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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