Competition 88
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I agree, one of the reasons we have these comps is to get some extensive playtesting to fix exactly this sort of thing so go ahead and fix it.My first winner: http://angband.oook.cz/ladder-show.php?id=10138Comment
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So I found that there was no inscrutable data structure bug.
The gloves put me up to 100% searching. Running code calls searching code with each step to see if you notice something as you move. The searching code wants to save you the embarrassment of repeated searching when you know nothing is there, so it disturbs if searching is 100%. Ergo no running.
Now that 's' autorepeats 10 times, I think the disturb might actually be useful when you are actively searching. I guess I shouldn't simply remove the disturb. Or maybe the disturb should be removed, but the repeat counter on searching should never exceed 1 when searching is 100%. But I have gotten into the habit of using 's' as shorthand to wait 10 player turns for an approaching monster ...
I could mangle the code so that the disturb happens except when running. That kind of solution often leads to unintended consequences down the road.
No solution I can think of appeals to me. Is any solution obvious to any of you?Comment
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The more I think about it, the surer I am that I would never search for the purpose of searching once I have a searching skill of 100%. I am using detections to find things, and magical disarm on chests without bothering to search first. The only reason I search is to stay in place without risking an autopickup using '5', or because the 's' key is easier to press for whatever reason than the '5' key.
I am pretty certain now that the right answer is just to remove the disturb. That way, 's' remains the "wait 10 turns", which is the main way it should be used. If you have 100% searching, you shouldn't search anyway except the turn after you teleport or switch levels since you already found everything when you moved to your current spot.Comment
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Strange rPoison case. No rPoison until 4450'. Then after one single "killthemall" -case against immunity to cold -dragon pit, I have suddenly three sources of rPoison. Not one of them are ring of Resist Poison.
Also RoS have been successfully avoiding me even after killing at least ~30 "drop good" monsters and countless number of lesser "drop something" monsters deeper than 4000'. Best boots are stealth-boots, have found only "slow descend" and "Free Action" boots. Stat-potions are avoiding me. Top three healing-potions are rare.
Have seen at least 15 Gondolin weapons. All of them lacking extra ability. I'm guessing they all got either See Inv or FA as extra ability.
There is something wrong in item distribution."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I noticed a quirk of the scoring method. If your bottleneck is a device activation, for example the Palantir, you pay a *penalty* for speed. If you wait around for recharge, be it resting or killing hapless demons, the more speed you have the more player turns accumulate while you await the recharge.Comment
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I noticed a quirk of the scoring method. If your bottleneck is a device activation, for example the Palantir, you pay a *penalty* for speed. If you wait around for recharge, be it resting or killing hapless demons, the more speed you have the more player turns accumulate while you await the recharge.Comment
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This (the penalty for speed while waiting for recharging or recovering hp/sp) is similar to the "penalty" for extra shots (one player turn per shot). I'm firmly with Eddie - player-turns needs to be a count of total energy used (divided by 100, I guess)."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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For competition speed can mean more turns for some odd cases, but competition is no reason to change to way to count actual actions.Comment
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I disagree about that. One player turn is one action player makes. If that means resting and waiting takes more turns, then resting takes more turns. Same with extra shots. One extra shot is one action. IMO that is accurate measurement of player turns.
For competition speed can mean more turns for some odd cases, but competition is no reason to change to way to count actual actions.
However, I do appreciate your position that we should be counting player decisions, and if you're lucky enough to have extra speed that gives you extra player turns on which to make decisions, we should count those. But to do this properly we'd need to make recharge times constant in player turns rather than game turns, and this offends some people. Personally I hate the fact that extra speed makes you wait longer for things to recharge, but some people find this 'consistent'.
EDIT: I think my point here is that Eddie's issue about being penalised while waiting for recharges is as much an artefact of the absolutism of recharge times as it is of the counting of player turns. Which is ironic, because IIRC Eddie is one of the people who believes recharge times should be absolute (i.e. independent of player speed). Personally I think it would be entirely consistent to set recharge times in player turns - especially since things don't recharge unless you're carrying them!Last edited by Magnate; June 15, 2010, 09:29."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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