inconsistent durations in V

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    inconsistent durations in V

    Currently, if I inspect an item with a timed effect that recharges, the duration of the effect is fixed but the recharge duration varies with player speed. I think either both or neither should be modified by player speed.
  • zaimoni
    Knight
    • Apr 2007
    • 590

    #2
    Old behavior (3.0.9-) was to have recharge speed independent of player speed as well. I'm not familiar with the current play balance, so can't say whether this divergence actually addresses anything.
    Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
    Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
    Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

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    • d_m
      Angband Devteam member
      • Aug 2008
      • 1517

      #3
      Originally posted by PowerDiver
      Currently, if I inspect an item with a timed effect that recharges, the duration of the effect is fixed but the recharge duration varies with player speed. I think either both or neither should be modified by player speed.
      Just to be clear, you mean that the effect lasts X player turns at any speed, but that the number of player turns it takes to recharge increases with player speed, right?

      Which resolution do you think has the fewest balance implications (is it better to make artifacts recharge more quickly, or to make their effects last longer, for characters with high speed)?
      Last edited by d_m; September 2, 2009, 23:12.
      linux->xterm->screen->pmacs

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      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #4
        I'm not at all clear on what is happening. I can attest that wielding a randart version of Tulkas, when I put on a speed ring and inspect the randart again, the effect duration remains the same, but the recharge duration changes.

        It is possible the underlying behavior never changed, and the recharge duration in the message was adjusted for some reason. Fixed time -> proportional player turns. That was my assumption when I posted, but it's just an unjustified assumption.

        I'd guess the solution is to adjust the effect duration for speed when inspecting, but I don't know what has changed and what was intended.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          Originally posted by PowerDiver
          I'm not at all clear on what is happening. I can attest that wielding a randart version of Tulkas, when I put on a speed ring and inspect the randart again, the effect duration remains the same, but the recharge duration changes.

          It is possible the underlying behavior never changed, and the recharge duration in the message was adjusted for some reason. Fixed time -> proportional player turns. That was my assumption when I posted, but it's just an unjustified assumption.

          I'd guess the solution is to adjust the effect duration for speed when inspecting, but I don't know what has changed and what was intended.
          The duration isn't affected by player speed. It's reporting recharg times in player turns. And Tulkas is a great find for Ironman--short recharge, long haste time. Given Tulkas, you can almost get by without !speed.

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by Pete Mack
            The duration isn't affected by player speed. It's reporting recharg times in player turns. And Tulkas is a great find for Ironman--short recharge, long haste time. Given Tulkas, you can almost get by without !speed.
            Aren't all times in game turns? If you convert game turns to player turns in half of the description, why not in the other half?

            The reason I noticed is that the more speed, the bigger the reported discrepancy in haste time vs recharge time.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              The trouble is, recharge times are displayed via a single routine which includes a calculation for player turns. The object description is written any-old-which way in a formatted print statement, and doesn't include said calculation.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Pete Mack
                The trouble is, recharge times are displayed via a single routine which includes a calculation for player turns. The object description is written any-old-which way in a formatted print statement, and doesn't include said calculation.
                Eddie's right that it should be consistent - we should display both duration and recharge times in "turns at your current speed". I've opened ticket #957 for this - I'll have a go at fixing it before 3.1.2
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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