Feature Request: Turncount on main screen

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #16
    Originally posted by Rizwan
    I used to play very very conservatively too but am trying to change to a diving oriented approach ...



    ... so I would like to keep an eye on the turncount as a mechanism to help me achieve that end.

    If you want to see turns, it is as easy as 'C' then look then ESC.

    The main point of diving is a change of attitude. Rather than ask "what do I need" instead you ask "what can I do with what I've got". If your only resistance is rElec, store the wands at home and search for elec breathers.

    The essence of diving is (1) detect, (2) go after high value from detection trying to avoid dying.

    Turncount is a measure of how well you succeeded, but I don't think it is much use as a means towards that end, until you are pushing for < 500K wins.

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    • buzzkill
      Prophet
      • May 2008
      • 2939

      #17
      Originally posted by Pete Mack
      I'm against showing turns on the main screen-the only reason I might want to check turns on such a frequent basis is scumming: pillar dancing or hack-n-back. Additional temptation is contra-indicated.
      Devil's Advocate here. Wouldn't the same 'shop-buy-out' (and other issues as well) logic apply here. If it's a mechanic that the game allows, why not make it easier for the player to use (exploit) it.
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

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      • pav
        Administrator
        • Apr 2007
        • 793

        #18
        Adding a turncount to a main screen should be a beginner-class exercise in programming... So just do it in your copy.
        See the elves and everything! http://angband.oook.cz

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        • Marble Dice
          Swordsman
          • Jun 2008
          • 412

          #19
          Originally posted by buzzkill
          Devil's Advocate here. Wouldn't the same 'shop-buy-out' (and other issues as well) logic apply here. If it's a mechanic that the game allows, why not make it easier for the player to use (exploit) it.
          I would agree completely but the distinction here is that the scope of the tedium is much lower (two keystrokes) and both strategies are trivial to use at a slightly sub-optimal level. If hack-n-back/pillar dance with no margin of error were necessary or even possible in many more situations, then it might make sense.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #20
            Originally posted by buzzkill
            Devil's Advocate here. Wouldn't the same 'shop-buy-out' (and other issues as well) logic apply here. If it's a mechanic that the game allows, why not make it easier for the player to use (exploit) it.
            Let's extend the metaphor: assume you are playing on a handheld device like a Gameboy or a mobile phone. Store buyout would be even more useful: fewer user actions counts for a lot. Turncount OTOH is just wasted real estate. Even stats are wasted real estate: all that really counts are player state (timed variables) and HP, mana, blows, and possbily min fail rate. Beyond that, the only thing that really matters is current game state: the local map, and visible monsters.

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