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.
Archery Halving Evasion: Broken Mechanic
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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.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.
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!Comment
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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.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.
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.Comment
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Well, I must be making it poorly, then. I'm certainly not trying to upset anyone.
From the original post
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
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.Melee, Evasion, and Archery are halved against foes you cannot see
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.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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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."Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames👍 1Comment
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Is that why you keep crying about dying to gorcrows? Theorycraft does not equal reality.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.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 winComment
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No. I was joking about Gorcrows on Angband.live for entirely different reasons.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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