Feature request: less inventory damage

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  • pav
    Administrator
    • Apr 2007
    • 793

    #16
    Or just leave the percentage alone but change the check to being ran once per attack, not for each item. Because with 4% chance you get 4 arrows burned from a 99 stack every single round...
    See the elves and everything! http://angband.oook.cz

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    • Tobias
      Adept
      • Dec 2009
      • 172

      #17
      I think the most logical change would be to make inventory loss reducible by resistance.
      The fact that inv damage is not resisted is not only annoying, even worse it is counterintuitive.

      Just move the destruction probability calculation to after the resistance step, or reduce the destruction chance in the resistance step.
      My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

      Comment

      • Marble Dice
        Swordsman
        • Jun 2008
        • 412

        #18
        No reason this has to be a simple one-line fix. I'd want to do some source diving before committing to any actual numbers, but this is by way of example:
        1. Percentage chance for breakage per slot ranges from 0% to 10% based on damage suffered in proportion to max HP (say from 0 to 50% of max HP). No damage means no breakage, tiny damage means 1% per slot. Immunity still negates breakage, resistance and opposition both reduce (but not eliminate) it.
        2. The breakage chance from melee attacks is reduced by 2/3rd, and capped at 8% instead of 10%.
        3. For any slot which suffers breakage, the stack loses 1d(1 + size/10) items, capped at 5 items.


        I think inventory protection items are either too good (if they provide breakage immunity) or not worth the slot (if they don't). There's also a suggestion on the ticket to possibly reduce the weight of spellbooks. That feels like a separate problem to me though.

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #19
          Originally posted by Tobias
          I think the most logical change would be to make inventory loss reducible by resistance.
          That is currently the case, except that there is an overriding minimum 4% breakage.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #20
            Here's another idea: destruction of an item in inventory reduces the chance of further items being destroyed. This is a bit like how if an acid attack damages one of your armor items, you take less damage from the attack.

            So say inventory destruction starts at 4% odds. Then it burns away one of your arrows. Now you're at 3% odds. Then it burns away a scroll. Now you're at 2%...

            And of course if you have resistance then the odds should start out lower.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #21
              Originally posted by Marble Dice
              No reason this has to be a simple one-line fix. I'd want to do some source diving before committing to any actual numbers, but this is by way of example:
              1. Percentage chance for breakage per slot ranges from 0% to 10% based on damage suffered in proportion to max HP (say from 0 to 50% of max HP). No damage means no breakage, tiny damage means 1% per slot. Immunity still negates breakage, resistance and opposition both reduce (but not eliminate) it.
              2. The breakage chance from melee attacks is reduced by 2/3rd, and capped at 8% instead of 10%.
              3. For any slot which suffers breakage, the stack loses 1d(1 + size/10) items, capped at 5 items.


              I think inventory protection items are either too good (if they provide breakage immunity) or not worth the slot (if they don't). There's also a suggestion on the ticket to possibly reduce the weight of spellbooks. That feels like a separate problem to me though.
              I think you underestimate the importance of inventory space here. Sang has blankets of elemental protection, and I ignore them even though they provide immunity from breakage. YMMV but it would make an interesting addition to the game.

              I'm with Pav that the breakage chance should be once per attack, choosing an inv slot at random, not once per slot.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Marble Dice
                Swordsman
                • Jun 2008
                • 412

                #22
                Originally posted by Magnate
                I think you underestimate the importance of inventory space here. Sang has blankets of elemental protection, and I ignore them even though they provide immunity from breakage. YMMV but it would make an interesting addition to the game.
                I think it has less to do with my valuation of inventory space than my valuation of consumables. If I had a blanket of immunity, I'd carry one around all the time so I didn't lose staves of speed, healing, magi, potions of speed, healing, *healing*, enlightenment, and scrolls of banishment. Not to mention you could get away with only carrying 1 of each book. If you don't agree then maybe it's not over-powered, but I would never be without one if I could find it.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #23
                  Originally posted by Marble Dice
                  I think it has less to do with my valuation of inventory space than my valuation of consumables. If I had a blanket of immunity, I'd carry one around all the time so I didn't lose staves of speed, healing, magi, potions of speed, healing, *healing*, enlightenment, and scrolls of banishment. Not to mention you could get away with only carrying 1 of each book. If you don't agree then maybe it's not over-powered, but I would never be without one if I could find it.
                  I'm pretty certain it's not over-powered. I was previously in favour of simply reducing breakages - but that would render them even less valuable. If we introduced them, I think we could leave breakages the same. I could be wrong, but I'd bet real money that you wouldn't see them in even half of ladder dumps.
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #24
                    Originally posted by Magnate
                    Sang has blankets of elemental protection, and I ignore them even though they provide immunity from breakage.
                    Is that one blanket for all 4 protections, or one blanket for each element individually?

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #25
                      Originally posted by PowerDiver
                      Is that one blanket for all 4 protections, or one blanket for each element individually?
                      I was hoping nobody would ask that, because I can't remember. I think they may have changed from one to the other at some point in S's development. I would only consider them worth a slot if they covered all four elements. Not sure if that's how they work now.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

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