Magnate's new egos
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Thank you. I'll be the first to say I'm not the best person to decide on flavourful names for things - there's lots of improvement to be done there. Also, fizzix's stats are an excellent illustration of how this can be balanced - we can adjust the T: lines in ego_item.txt so that SI appears earlier, slays are less common, etc. It's fiddly work but it's iterative - large improvements come quite quickly then fine balancing takes ages."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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A.Ironband - http://angband.oook.cz/ironband/Comment
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That said, we know quite a lot about what was wrong with 3.3's distribution (as it's been roughly the same since 3.1.0), so even if nobody backports the stats code, we can still make sure 3.4 is *better* than 3.3, even if it's not perfect."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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To Magnate the baffled
With regard to your puzzlement about my suggestion "that 3.4 should change the range of items as little as possible"
I think the problem is that you fundamentally don't believe in cautious, incremental development of V. That being the case there's not much point in me suggesting ways in which you could make change more gradual.
A.
[EDIT: This is not meant to be an unfriendly or unhelpful response]Last edited by Antoine; October 16, 2011, 22:38.Ironband - http://angband.oook.cz/ironband/Comment
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So your answer to my previous questions is essentially "I don't think you should add anything new because I think change should be really cautious and incremental".
That's fine - it's a well-trodden debate that takkaria started on usenet in about 2006 and was thrashed out again only a few months ago in a thread started by Timo about the pace of development. I don't need to repeat my views again, and I'm happy for us to agree to disagree.
If there are any *other* reasons not to allow the new object generation algorithms to generate stuff that couldn't be generated by their predecessors, let me know. (Personally I think I have some misgivings about allowing of Warding to be generated on non-theme items, and a host of other detailed criticisms - just because I published it doesn't mean I think it's perfect.)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Or could you somehow give affixes an alias - maybe have some sort of pseudo-theme with a name that's automatically used if the item has any one of a possible set of affixes? So all the hit/dam affecting affixes would show up named as an ego "of Slaying". (Perhaps combined with the suggestion fizzix made of showing the actual affix details in the item description.) Either of those would help reduce the flood of unfamiliar names required to specify many essentially similar hit/dam boosting affixes.
Another, less ideal solution to the lack of hit/dam might be to enforce a random boost to both in high-level themes (with a possibility of that boost being 0), or include it as an aspect of other affixes, i.e. a high level weapon affix comes with built-in hit/dam bonuses of 0-5.
Beyond that, I think flavour-wise material-based affix names (and, I'm afraid, blandly descriptive ones), are probably less intrusive than other types: an "Iron" Sword stands out less than a "Keen" one, an ego "of Sustain Strength" blends better than a "Robust" one. Go with clean and simple at first, change it up later when somebody inevitably complains about how all the boring old affix names are totally lacking in flavour.Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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We froze 3.3.0 and did a lot of fixing and polishing before it was released. We've released 3.3.1 with bugfixes, and are right on the cusp of releasing 3.3.2 with some more (and as the release manager for all those, let me tell you it isn't a whole lot of fun cherry-picking bugfixes, building and testing).
I went back and read the thread Timo started and was surprised to recall that you were very supportive of the proposals at that time.
"- think very seriously before making a gameplay change which makes the game easier (ego-DSMs, offweapon art +blows/shots)"
"- think very seriously before changing an aspect of gameplay that has been around for a long time (pointy penalty)"
A bottom-up redesign of egos was the sort of thing I had in mind here.
But that's just my view
A.Ironband - http://angband.oook.cz/ironband/Comment
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"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I've been thinking about Antoine's suggestion that affixes are ok if "no new egos" exist. I would like to ask whether the following 'new' egos are good or bad.
1) Right now all ego weapons have positive to-hit and to-dam bonuses. Would it be good to have ego weapons with (+0,+0) or even penalties?
2) Right now egos can have varying damage values, but cannot change dice or sides. Would it be good to allow non-artifact weapons to have non-standard dice?
3) Right now egos must have the same weight as the base items. Would it be good to allow items to increase or decrease the base weight?
4) Right now you can have resist one element or resist all element armors, but you can't have resist 2 element armors. Would it be desirable to allow some of these intermediate cases? Other examples would be boots with rnexus but no Feather Falling. Helms with SI but not rblind.
5) Right now essentially all egos can be applied to all base items with equal probability. Excepting things like permanence which is only on robes. Would it be desirable to restrict certain egos to certain items?
6) Right now ego-power allocation is essentially random. Sauron is likely to drop things like daggers of slay orc? Should Sauron's drops be more powerful on average? While still maintaining the same probability of the uber item that completes your gear?
There are probably more. But this is a good way to understand how people feel.Comment
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Fizzix, I would say definite yes to 1-4, 6 and probably yes to 5.My first winner: http://angband.oook.cz/ladder-show.php?id=10138Comment
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For about 3.8, I'd be happy with a "yes" to questions 1-5. For question 6, I think it should be sufficient for some mobs to drop more items, with a higher probability of egos/artifacts. It shouldn't be necessary to veto those mobs from producing low-grade egos. Those can be squelched or sold.
A.Ironband - http://angband.oook.cz/ironband/Comment
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