This is a serious problem with the change from rarity to alloc_prob, as the latter has a maximum rarity of 1-in-100 (1%). Previously rarity could go as high as 1-in-255. I am hoping to persuade Takk to make alloc_prob more granular (like 1/1000 instead of 1/100), but that will break savefiles again (will need an extra byte).
Randart luck :)
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While we're on the subject, any interest in Rings of Stealth or Amulets of Stealth? I could see them being useful in the mid-early game, when good rings and amulets are in short supply.Comment
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Stand by for Eddie and Pete griping about how this will make the game easier still ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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If a ring/amulet of stealth is sufficiently deep that it competes with other native items that seems fine. My guess is 50 for both. Can you make certain types of items more rare than others?
Another idea would be a ring of the mouse type situation where it had a drawback. Ring of the fox? Snake? (-4, -4)?
A related question: for sleeping monsters moving at normal speed, is +1 stealth = +10 speed? You are making half as much noise so it takes them twice as long to notice you.Comment
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Because it would. Optimizing for stealth playing rogue/ranger changed my life. I once came down a staircase landing in a room with Moria and escort blocking an unidentified potion. I teleported a row of them (including Moria) and walked through the sea of balrogs to id the potion. I felt like a badass.
If a ring/amulet of stealth is sufficiently deep that it competes with other native items that seems fine. My guess is 50 for both. Can you make certain types of items more rare than others?
Another idea would be a ring of the mouse type situation where it had a drawback. Ring of the fox? Snake? (-4, -4)?
A related question: for sleeping monsters moving at normal speed, is +1 stealth = +10 speed? You are making half as much noise so it takes them twice as long to notice you."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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What about scrolls/potions increasing stealth temporarily? Maybe even to perfect level?Comment
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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.Comment
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Haha. That could make an interesting mixed-benefit ring/amulet. Something that randomly activates (a la teleportation) for aggravation, or light area, or a radius-12 ball dealing 1 damage to creatures. Although then it would be junk.Comment
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High stealth is definitely very valuable in the early to mid-game. Whether you need it later, depends on what you've got. And as was pointed out, an amulet of stealth would be significantly better than any other choice one usually can find, for some time. The ring...I like my rings of protection early. +18 to +20 AC is quite useful through DL 25ish, and by that point there's a pretty good chance you'll find a stat booster you like, or maybe a ring of damage or slaying, that helps more.
So if balance is a concern: go with a ring. The amulet's too much of a no-brainer, unless it shows up too deep and you'd actually rarely use it; the ring gives choice.Comment
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I think that a pure stealth ring would have enough competition to not be over-powering. Which would you choose: =damage, =rpois, =FA, =stealth, =CON, =SI?Comment
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Stealth is available on a lot of different items. Lots of small pluses add up. I fear the adding a ring may make it too easy to accrue superb stealth very early, esp. with a stealthy class. In fact, it may already be too easy.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.Comment
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I'm inclined to agree that a pure stealth ring would have plenty of competition - most ppl would wear +3 stat over +3 stealth I think. The argument that we shouldn't introduce stealth amulets because there aren't enough wearable amulets is ... odd. I'm inclined to introduce lots more mixed-blessing early game amulets ...
I like the potion of stealth idea, though it means coding a new TMD_ effect - there is currently no temporary stealth effect. +10 would make a fabulous difference, but it would only last for 2d20 turns or so - possibly enough to grab that loot from beside that dragon, but possibly not ...
OTOH we have too many potions already, and it's hardly likely to warrant an inv slot for anybody. Ho hum. Useful as a find-and-drink though."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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