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#51 |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,732
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If you leave those two and remove reliable 100% fail proof detection I have to agree with Derakon.
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#52 |
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Angband Devteam member
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This is fixed for 3.4 btw - summoned monsters start slowed for one turn, so they're at 10 speed less than normal, *and* they start with 0 energy. They can still move before you if their native speed is >10 higher than yours, i.e. you're at +9 and they're at +20 - but this should not be very common ...
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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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#53 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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I think the discussion turned against 100% reliable passive detection. I don't think anyone spoke out against 100% reliable active detection. Then again I didn't re-read, so my recollection of recent post might be skewed.
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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. |
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#54 | |
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Knight
Join Date: May 2007
Location: US
Age: 35
Posts: 554
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Quote:
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#55 | |
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DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 927
Donated: $10
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Quote:
PS: sorry to tangent to DAJ talk when the thread is supposed to be future of (V) Angband development. Maybe I should post this as a separate thread instead? |
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#56 |
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Adept
Join Date: Jun 2011
Location: In his house at R'lyeh
Posts: 113
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To me there is a difference between trap door and traps that can lead to an unavoidable death. If I'm plundering a vault or about to kill a boss and fall down a trap door, that's ok for me. One cannot get everything that one wants, and there will be more chances to find loot.
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#57 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,732
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Quote:
Forget about "how" for a second, just list here what you think could be better. |
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#58 |
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Knight
Join Date: May 2007
Location: US
Age: 35
Posts: 554
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I think damage dice of middle weapons could use rebalancing, to offset the lack of blows compared to lightt weapons, in example change damage dice values.
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#59 |
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Prophet
Join Date: Dec 2009
Posts: 4,771
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Tweaking of the object list to get the balance right is implicit in v4 IMO. We've argued about it over and over again and at this point I think the devs are just going to implement what they think were the best ideas from the lot and we'll see how it plays. It's going to be an iterative process.
Similarly, there were discussions about trying to limit the player's knowledge more, for example by nerfing detection. Some of that's been done already -- object detection now doesn't show you exactly what item is on a tile, just that there is an item there. Extending that to limiting monster detection could probably be done fairly straightforwardly, with a number of possible levels of delineation. For example, you could remove extended 'l'ook, but leave everything else the same -- then players who have memorized the monster list will have an advantage. You could detect the letter but not the color of the monster (black and white monster detection, basically), which eliminates that advantage. Or you can try to get fancy with detecting threat levels, coloring the monster based on their relative danger rating. Again, this is an area where I expect we'll want to experiment some. Malak: per your specific idea, what problem are you trying to solve? The fact that small weapons are preferable to large ones in the early game? Boosting midweight weapons won't fix that (at least, not in isolation); it'll just make those weapons too good later on. The problem with lightweight weapons largely comes down to off-weapon combat bonuses. If a warrior gets 3 blows/round and +3 to damage from his STR rating, then a 1d4 dagger (+0,+0) is more or less equivalent to a 3d4 bastard sword (+0,+9), which of course isn't going to be available early on. |
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#60 | |
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Knight
Join Date: May 2007
Location: US
Age: 35
Posts: 554
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Quote:
Note that I'm only proposing rebalancing a few extra ponts on a die, nothing drastic like adding another dice to the roll, to become in effect like a heavy weapon. bastard sword 3d4 becomes 3d5 just a few points difference but slightly greater damage output than your 3 blows from a dagger, basicaly 3d4,there is a reward for the 1 blow per round if it hits and that is doing 15 points damage vs 12 points total damage from a dagger. |
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