I'm glad that Vanilla Angband is receiving development. It's getting good work done and there's a desire to push towards the elusive "balance" goal.
As I commented in the object pricing issues thread, it might be good to hash out what "balance" means.
I'd anoint balancing for play that tries to "minimize the X count to winning over all characters played in the attempt" as my goal. X can be actions, turns, keystrokes, etc. If I had to pick one, I'd probably pick turns (keystrokes is hard to measure, and actions likewise for similar reasons, what is an action?).
Not everyone plays like the game is balanced, but pricing, depth difficulty, everything in the game has trade-offs implicit in the design. That goal is the guideline I think I'd want to use to value the relative choices presented to the player.
The one downside I see is that people who don't play for turn count might find the game a bit easy as they could use slower play to decrease the game's difficulty level. However, that's likely true also true under any balance assumption.
As I commented in the object pricing issues thread, it might be good to hash out what "balance" means.
I'd anoint balancing for play that tries to "minimize the X count to winning over all characters played in the attempt" as my goal. X can be actions, turns, keystrokes, etc. If I had to pick one, I'd probably pick turns (keystrokes is hard to measure, and actions likewise for similar reasons, what is an action?).
Not everyone plays like the game is balanced, but pricing, depth difficulty, everything in the game has trade-offs implicit in the design. That goal is the guideline I think I'd want to use to value the relative choices presented to the player.
The one downside I see is that people who don't play for turn count might find the game a bit easy as they could use slower play to decrease the game's difficulty level. However, that's likely true also true under any balance assumption.
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