Teleport Level breaks game balance

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  • Napsterbater
    Adept
    • Jun 2009
    • 177

    #16
    Originally posted by Derakon
    Maybe everyone else is more willing to consider using the random Teleport than I am?
    I don't think I've ever died from tele unless the casting or using failed. I usually have plenty of tlev or deep descent for the times when the level is absolutely unsafe for me to be in.
    This thread, it needs more rage. -- Napstopher Walken

    Comment

    • d_m
      Angband Devteam member
      • Aug 2008
      • 1517

      #17
      I could imagine making teleport-level rarer and/or more expensive, and giving a very small timer to deep descent.

      Nerfing single-turn escapes is something we'd have to try in a branch to see how playable it is.
      linux->xterm->screen->pmacs

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #18
        Originally posted by d_m
        I could imagine making teleport-level rarer and/or more expensive, and giving a very small timer to deep descent.

        Nerfing single-turn escapes is something we'd have to try in a branch to see how playable it is.
        Except that a negligible number of people play branches so it would only really get proper testing once it was in a nightly ...
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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        • buzzkill
          Prophet
          • May 2008
          • 2939

          #19
          As much as I'm a proponent of making the game harder, I'd hate to see TL adopt a delay, even a single turn delay. I view it as a fail-safe escape and I think it works well in that capacity. It's just too readily available right now.

          Now, deep decent, is another matter. It's (now) very nearly a carbon copy of TL (I liked it a lot better when it had WoR down functionality) and we don't need two of 'em. Since DD sells itself primarily as a way to get deep fast, rather than an escape, I wouldn't object to a delay being applied to it and/or making it a little more powerful.
          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

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #20
            If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #21
              Originally posted by Derakon
              If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
              That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight dealy (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
              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

              • Napsterbater
                Adept
                • Jun 2009
                • 177

                #22
                Originally posted by buzzkill
                That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight dealy (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
                Might want to half the stacks as well. 10 scrolls of DD isn't all that hard to find. That would be half the dungeon. Scum 2500' for stat pots then DD to 4900' for gear. Wait, that sounds like it might be fun.
                This thread, it needs more rage. -- Napstopher Walken

                Comment

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #23
                  Originally posted by Napsterbater
                  Might want to half the stacks as well.
                  Duh. Stack size is inversely proportional to power .
                  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

                  • Antoine
                    Ironband/Quickband Maintainer
                    • Nov 2007
                    • 1010

                    #24
                    Originally posted by buzzkill
                    That's what I meant by "making it a little more powerful". 500' seems like a lot, but 250' might be good. Combine that with a slight delay (maybe 5 turns) and it differentiates itself from TL, which is what I was shooting for.
                    +1. So it ceases to be an escape, but becomes a better way of moving downward through the dungeon...

                    A.
                    Ironband - http://angband.oook.cz/ironband/

                    Comment

                    • d_m
                      Angband Devteam member
                      • Aug 2008
                      • 1517

                      #25
                      Originally posted by Antoine
                      +1. So it ceases to be an escape, but becomes a better way of moving downward through the dungeon...

                      A.
                      Right, or at least, it's more of an escape the way WoR is and not a (mostly) reliable single-turn escape like ?TL or destruction.
                      linux->xterm->screen->pmacs

                      Comment

                      • jens
                        Swordsman
                        • Apr 2011
                        • 348

                        #26
                        Originally posted by Derakon
                        If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
                        Suggest to make it random. So you want to get 3 levels down, but afraid that you can't take 5 at once? So random wait for 2d3 turns, then jump down just as far as you had to wait :-)

                        Comment

                        • Max Stats
                          Swordsman
                          • Jun 2010
                          • 324

                          #27
                          Originally posted by Derakon
                          If you don't want Deep Descent to be used as an escape, you could simply make it drop you 200' or 500' or something instead of just 100'. That'd really make you hesitate before using it.
                          There are times when I would love this!
                          If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                          Comment

                          • bulian
                            Adept
                            • Sep 2010
                            • 163

                            #28
                            I got an unusually large stack of TL from the BM very early in my current nightly game - 25. I've never seen stacks larger than the 3-10 range, which wasn't so bad, but 25 is too much.

                            Can the stats module be easily modified to look at BM and armorsmith store generation? It might be interesting to see how frequently some of the more "game breaking" items actually appear.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #29
                              Originally posted by bulian
                              Can the stats module be easily modified to look at BM and armorsmith store generation? It might be interesting to see how frequently some of the more "game breaking" items actually appear.
                              At the moment the stats code ignores the town completely - it just generates levels 1-100 over and over. It wouldn't be hard to write a separate function that recorded the stats from N runs of store_refresh() - but you'd have to be both able to code it and interested in shopping. If anyone does want to do that, I recommend making it a subopt to -mstats which writes a completely different db. So you run stats for dungeons or stores but not both.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • fizzix
                                Prophet
                                • Aug 2009
                                • 3025

                                #30
                                while we're on the topic of escapes. How about making _destruction as rare as _banish?

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