Angband 4.2.4

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  • Estie
    replied
    Originally posted by Bill Peterson
    Estie's suggestions are well thought out, but

    WoR isn't just a utility, but a valuable escape. How many times have you invoked speed, WoR, and ran? Making the rod too reliable deprives the RNG of opportunities to kill you.

    I wouldn't favor making rod activations too reliable when there are scroll or staff alternatives. Players should have some downside to using something as light and durable as a rod.

    I would not be the one to ask developers to spend their time on this auto repeat rod activation scheme. If I were seriously bothered by the keypresses involved I would make a keymap and just keep pressing that.

    Finding a device far above it's normal depth and having trouble activating it doesn't mean the game is broken. Store it at home and wait until you gain some levels.
    If you want WoR to take longer, you can simply increase the charge time without forcing unnecessary clicks.

    When I played my last troll warrior, I did make macros I dont normally need (like for activating a rod of restoration), but macro space is limited - I am already using most available keys for some macro or other. But even that is not acceptable - you still have to click your macro and pay attention to whether it triggers the desired effect or not. Doing that for the majority of your actions, regurarly requiring multiple attemps, is a nightmare, not enjoyable gameplay.

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  • Nick
    replied
    Originally posted by backwardsEric
    As used in artifact.txt for "special" artifacts, doesn't it also influence an out-of-depth check in artifact generation? That out-of-depth check could be changed to use the minimum allocation depth, like make_artifact() uses, to avoid that.
    I was actually looking at that check and I think it's been left in by mistake, because make_artifact_special() has all the same checks as make_artifact() and that one as well. I think it can probably just come out.

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  • Bill Peterson
    replied
    Estie's suggestions are well thought out, but

    WoR isn't just a utility, but a valuable escape. How many times have you invoked speed, WoR, and ran? Making the rod too reliable deprives the RNG of opportunities to kill you.

    I wouldn't favor making rod activations too reliable when there are scroll or staff alternatives. Players should have some downside to using something as light and durable as a rod.

    I would not be the one to ask developers to spend their time on this auto repeat rod activation scheme. If I were seriously bothered by the keypresses involved I would make a keymap and just keep pressing that.

    Finding a device far above it's normal depth and having trouble activating it doesn't mean the game is broken. Store it at home and wait until you gain some levels.

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by Nick
    Don't see why not. There's no need to make worn items use half the level, though - they can just all have their levels changed, as it has no effect on anything else.
    As used in artifact.txt for "special" artifacts, doesn't it also influence an out-of-depth check in artifact generation? That out-of-depth check could be changed to use the minimum allocation depth, like make_artifact() uses, to avoid that.

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  • Nick
    replied
    Originally posted by Sphara
    Estie's suggestion, combined with auto-repeating rods of curing/magic mapping, would definitely get a thumb up from me. I also like Pete's idea of worn items having easier activation, but I don't know if we can have all of these three
    Don't see why not. There's no need to make worn items use half the level, though - they can just all have their levels changed, as it has no effect on anything else.

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  • Sphara
    replied
    Estie's suggestion, combined with auto-repeating rods of curing/magic mapping, would definitely get a thumb up from me. I also like Pete's idea of worn items having easier activation, but I don't know if we can have all of these three

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  • Nick
    replied
    Originally posted by Estie
    Is this about what you intended ?
    Yes, this is very helpful; anyone else with opinions, please use Estie's suggestions as a starting point.

    Originally posted by Estie
    The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.

    Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?
    My plan was to have repeat until it succeeds, but I see your point about attacks (and TO, for that matter). Probably it would be OK if it's interrupted by visible monster movement, though.

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  • Estie
    replied
    Well if you make 3 classes, 1. easy 2. medium and 3. hard, the allocation for warriors could be something like:

    1. all kinds of detection; DSM; recall;

    2. curing/healing; elemental rings; tele/tele other; all artifact activatons (for simplicity, but feel free to go through all of them individually....)

    3. all offensive activations not listed before, banishment

    I put recall in 1 because you said so; it would be more fitting in 2 along with the other translocations thematically.

    For paladin, you could use warrior allocation except put curing/healing in 1.

    Mage: everything 1. except DSM 2. :P
    Priest: everything 1. except offensive stuff in 2.;
    Rogue: everything 1.
    Ranger: as palading except 3. moved to 2.
    Druid: as priest;
    BG: offense in 1., otherwise like warrior
    Necro: as mage except cure/heal in 2.

    Notes:

    - This would be on top of a general, class dependent skill level that is highest for mage and lowest for warrior;

    - 3. only exists to prevent warrior/paladin from casting fireballs; maybe simplify by removing 3. ?



    Is this about what you intended ?

    The downsides for auto-repeating activations would be the same as for digging; I cant remember a case where I wanted to dig 1 turn and not have auto-repeat trigger. I would be happy if it was implemented.

    Edit: one problem with auto-repeating activations that occured to me: if you target with an aoe, you might want to retarget instead of repeating. So maybe not make autorepeat for damage spells ?
    Last edited by Estie; March 27, 2022, 03:17.

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  • Nick
    replied
    Originally posted by Estie
    I would advocate a curve that at some point gets to <10% activation chance for all utility items; so maybe, treasure location at lvl 5 and rod of speed at lvl 45 or so, with intelligence score having little impact. That is _not_ high fail rate by any means; if high fail rate is desired, and I am not at all advocating against it, then I would want to see a different solution that doesnt end up testing the players device skills (key pressing).
    So two things:
    1. What do we regard as utility items for this? Recall clearly is and Fire Balls clearly isn't, but what about Hold Monster, or Teleport Other?
    2. It will be fairly easy to make wands, staffs, rods and worn items that activate just repeat until success - is there any down-side to this?
    Note that INT currently has little impact anyway - the maximum possible added to device skill is 13, compared to a CL50 device skill for a warrior of 55. Note also that I think many of the current device levels are poorly chosen - some need reducing, some need increasing - and I'd like some opinions on the detail of that.

    So more than two things, I guess

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  • Pete Mack
    replied
    Nick--just use half depth for worn equipment difficulty. It makes sense thematically, too.

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  • malcontent
    replied
    Sounds like a good idea to me. The current situation is a bit appalling at times.

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  • Estie
    replied
    Whether thats a good solution depends on the specific values you chose; I dont see anything wrong with it in principle.

    I would advocate a curve that at some point gets to <10% activation chance for all utility items; so maybe, treasure location at lvl 5 and rod of speed at lvl 45 or so, with intelligence score having little impact. That is _not_ high fail rate by any means; if high fail rate is desired, and I am not at all advocating against it, then I would want to see a different solution that doesnt end up testing the players device skills (key pressing).

    Leave a comment:


  • Nick
    replied
    I've given the device use fail rate issue some thought, and come to the conclusion that adjusting the formula to allow more range was only half the job. The other thing that needs doing is adjusting individual items so they have the appropriate difficulty.

    Historically an item's level (which determines failure rate) was tied to the depth it appeared in the dungeon, but now it mostly affects failure and recharging. So the question is, which items are the wrong level?

    I'm inclined to say that DSM should clearly be lower level, some utility rods and the elemental rings probably should be, and there are probably some things which are actually too easy (for example, rods of Treasure Location are level 5, the lowest in the game).

    I think probably the best starting point is warriors, who have the worst device skill and arguably the greatest overall need for devices (at least for utility). I'm inclined to think that attack rods should be high level, utilities like Recall and Illumination low level, and things like Healing and Speed there are arguments both ways.

    Opinions please

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  • Selkie
    replied
    Literally the only class I never play is a warrior. I'm enjoying all the balance whines with a single malt, a pipe and a roaring fire at my toes. I'm only surprised a warrior can spell rod, let alone activate it

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  • Egavactip
    replied
    It used to be that, as a lowish level warrior, I'd love getting a set of dragon scale armor or a ring of ice-type item. Now I generally just ignore them because I can't ever get them to activate. Ditto for a number of other magic items. They are just useless hunks of junk for warriors, except possibly long past the time when they can be useful to warriors. I think it's stupid to be able to have a snowball's chance in hell of activating an item when you need it. A larger chance of failure than for other classes is fine, but what I've been experiencing is ridiculous. Like having to activate a Rod of Magic Mapping 10 times to get it to work. Like being totally unable to use a Rod of Speed in combat because you will die before getting it to activate (you can only use it if you spend time time prior to combat trying to get it to activate, then rush into combat).

    Maybe there should be an anti-magic character class like a Barbarian and all this stuff can be sloughed off on it, but it's been pretty frustrating for someone like me who usually plays warriors.

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