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#11 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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Quote:
option 1: "...a lightning bolt that does 6d6 * 1.35 damage" option 2: "...a lightning bolt that does an average damage of 28.35" option 3: "...a 6d6 lightning bolt that does adjusted average damage of 28.35" |
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#12 |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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Currently, the damage information for devices is hardcoded into the description string for the device (IIRC). So it'd probably be easiest to have a separate line that says "Your damage multiplier for this device is 1.35".
Barring that, I'd go with the first option, to make it clear how much of the damage is from the device and how much is from the user being awesome with the device. |
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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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Quote:
edit: you're correct, the descriptions are hardcoded in. That does indeed make things difficult... |
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#14 |
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Swordsman
Join Date: Sep 2010
Location: nimbin, australia
Posts: 455
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making it say like ~
You hit the Floating eye (2.3) The Floating eye gazes at you (-2) get the number from the hit and add like that ok ,
__________________
~eek Reality hits you -more- S+++++++++++++++++++ |
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#15 | ||
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Swordsman
Join Date: Sep 2010
Location: England
Posts: 390
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Code:
When aimed, it fires a lightning bolt with minimum damage 6d6. Your chance of success is 90% With the 1.35 multiplier from your magic device skill your average damage with this device is 28.35. In fact, it would be great if there was a skills page in the knowledge menu or somewhere showing what stats you need to boost to get an increase, e.g. "With +1 WIS you would get a saving throw of X". Everything I understand about skills I've picked up from reading this forum, since the in-game help says nothing about how they're calculated or what actions they influence. |
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#16 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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Quote:
However, things have changed for the better with the list_spell_effects.h or whatever it's called. The proper course of action is to rip out the hardcoded stuff and put in context appropriate messages. So you get the message for damage causing items and other ones give something like, "this weapon causes no damage to monsters" |
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#17 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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I'm just curious. I'd like to see numbers in addition to the text descriptions. I don't see any (real) advantage to having this information. Right now all I know is the average damage from the Inspect screen, and that words like "smite" and "hack" are good, but much like level feelings, I've no idea how good. Sure, I look at the asterisks, but that scale changes with each monster... then I have to Inspect said monsters HP's, and then try to recall how many *'s he had previous to that hit. What's more disturbing is that I frequently fail to notice when monsters put up particularly large damage numbers against me. Maybe the player health needs to be represented by *'s too. It makes just as much sense as monster *'s. Being the occupant of your own body doesn't endow you with the knowledge of the exact second that the poison you drank a while back is going to kill you. You just have a general sense of how healthy you are. I find it kind of ironic that no one really objects to source diving or spoiler use or the player knowing all the formulas to (pretty much) calculate these numbers, but objects to the game, having already calculated them, showing them to you. Just make it an option (even a cheat option if you must). EDIT: having re-read my post, here's another unacceptable idea. Ditch the wordy level feeling and just give me a number from 1 to 10. "On a scale of 1 to 10, you feel this level is a 6." This, I can remember.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. Last edited by buzzkill; September 29, 2011 at 02:30. |
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#18 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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Buzzkill: Most of the stuff you allude to is in V, excepting the precise amount of damage you do per hit.
You see the probability you have to hit when looking at a monster. I believe the average damage takes into account critical hits (possible because of the way its calculated, although this might change.) There already is an easy way to see how much damage you are taking in combat, by either looking at your HP, or setting the option to have the color of @ change with HP level (very useful, IMO). Do you really think that putting the numbers for each blow will help significantly in this? |
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#19 | ||||
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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I get that this problem is just my inattention and really, this is the least of my concerns. *'s for player health probably wouldn't help much. I do read the messages though, and I'd like to think that I'd notice those big numbers scrolling across the top of the screen. As I said previously, I don't see what advantage showing the numbers bestows upon the player, so why not do it? Is it just a matter of flavor? Are we enforcing flavor? Make it an optin.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. Last edited by buzzkill; September 29, 2011 at 02:31. |
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#20 | |
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Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 32
Posts: 1,494
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I agree that much of the information is derivable, but doing the derivation yourself is error-prone, time consuming, annoying, and sometimes less obvious. There is one camp that thinks that the internal rules of games should be opaque (and then players will usually try to reverse engineer them) and another school that says players should be told the rules up front. I can respect the former view which is why I'd make this an option, but if you believe the latter then I think providing numbers for things like damage (or how likely you are/were to make a save, or whatever) is useful, as opposed to showing people a search score with no basis for understanding what it means. |
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