Archery Halving Evasion: Broken Mechanic

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  • DavidMedley
    Veteran
    • Oct 2019
    • 1004

    #16
    Originally posted by wobbly
    Halved evasion is the only reason late game archery works on melee guys.
    Of course this is necessary the way things are presently balanced. And it would not be trivial to rebalance after replacing the halving penalties that make sense within the overall Sil system. But it's still a bad mechanic. And all the work that has gone into balancing archery has been made more difficult by having this bad mechanic at its core.
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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #17
      Originally posted by DavidMedley
      Of course this is necessary the way things are presently balanced. And it would not be trivial to rebalance after replacing the halving penalties that make sense within the overall Sil system. But it's still a bad mechanic. And all the work that has gone into balancing archery has been made more difficult by having this bad mechanic at its core.
      If I may step in for a second, I think it's pretty clear that Quirk isn't interested in debating this with you any more. You're making arguments that, as far as I can tell, stem from an "aesthetics of design" sense and rely on hypothetical monster infighting that doesn't actually happen in game. If the rules of the game suffice to provide a good play experience for what actually happens in the game, then the rules are fine. They should not be expected to work in all situations.

      It's extremely difficult to come up with elegant, simple, and omni-applicable rules, so the fact that there's a few warts should be taken as a sign that the rules are good -- because there's so few!

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      • Quirk
        Swordsman
        • Mar 2016
        • 462

        #18
        I count 5 monsters with evasion -5. I don't know why that's not valid to talk about. The game already concedes that halving evasion in these cases doesn't make sense, and leaves them at -5. But, starting at zero, it still doesn't make sense. A creature should still be hindered by webs and pits. But the game says otherwise.
        Sure, let's talk about them. Three of these monsters are thornbushes. Two are immobile creatures of stone. Their non-existent defence would not be hindered by webs or pits because it is, in fact, non-existent.

        You began from the premise that ability to dodge arrows should scale as quickly and easily as the ability to target arrows. You have now just posted arguing that thornbushes should have their defences hindered by having web draped over them. It's growing quite difficult to keep this polite.

        Feel free to start a new thread on how broken Assassination is on sleeping characters because at higher levels the player's Stealth and Melee just keep going up, and enemy evasion remains non-existent, or whatever other inventive trolling you can come up with; I'm done.

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        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #19
          I never understood the root of this argument. If the argument is along the lines of "plants and stone are immune to arrows", and "stones are immune to swords", I would agree. But I believe sil already does this...

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          • DavidMedley
            Veteran
            • Oct 2019
            • 1004

            #20
            Originally posted by Pete Mack
            I never understood the root of this argument
            Well, I must be making it poorly, then. I'm certainly not trying to upset anyone.

            From the original post
            Originally posted by DavidMedley
            Halving a target's evasion doesn't do much at lower skill levels, but it's entirely out of proportion at higher levels.
            I then noted three other circumstances where skills are halved. The same problem applies to them as well..

            I probably made a mistake using examples that don't actually happen in-game. I probably made a mistake talking about thorns and whatever.

            Here's one of the three other circumstances I noted in the original post
            Melee, Evasion, and Archery are halved against foes you cannot see
            In melee, a low level character can blind-fight a low level monster with very little penalty. In melee, a high level character (with likely much higher perception) is brutally hindered when blind-fighting a high level monster.

            In my opinion, these halving effects tend to not do enough at the low end and too much at the high end, though someone else can legitimately argue that they should be this way. Other balancing factors can be added in to make up for any scaling issues, and have been included quite skillfully. When I say "halving is a broken mechanic" that doesn't mean the game is broken. Not at all. It's a great game.

            Sooo... sorry for making the argument poorly. I'll try to to take some lessons from this.
            Last edited by DavidMedley; January 24, 2020, 03:54.
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            • DavidMedley
              Veteran
              • Oct 2019
              • 1004

              #21
              My point with -5 evasion monsters is only this: If the half evasion vs archery mechanic were applied to them then they'd actually gain 2-3 points of evasion. I thought this was a good illustration that the mechanic breaks down at very low skill levels, but it appears I only muddied the waters.

              Sorry for not being clear and for using a very trivial example when it comes to actual gameplay. Derakon put it well: I was appealing to the "aesthetics of design."
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              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #22
                Negative values in programming and math are often treated differently. It isn't an issue I would worry about.

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                • ster
                  Scout
                  • Jun 2019
                  • 44

                  #23
                  Originally posted by DavidMedley
                  In melee, a low level character can blind-fight a low level monster with very little penalty. In melee, a high level character (with likely much higher perception) is brutally hindered when blind-fighting a high level monster.

                  In my opinion, these halving effects tend to not do enough at the low end and too much at the high end, though someone else can legitimately argue that they should be this way.
                  Is that why you keep crying about dying to gorcrows? Theorycraft does not equal reality.
                  Last edited by ster; January 26, 2020, 09:41.
                  gwarl 09/19/2019
                  I can't ban ster from my roguelikes site though like all other roguelike admins have because it lets him win

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                  • DavidMedley
                    Veteran
                    • Oct 2019
                    • 1004

                    #24
                    No. I was joking about Gorcrows on Angband.live for entirely different reasons.
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                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #25
                      So if you want to treat things more believably for archery, don't cut dodging in half for small creatures (unless they're asleep.) So birds, bats, insects ... they get full dodging against archery. /snicker.

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