Making the game harder

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1516

    Another thing Magnate and I were discussing on IRC yesterday was the following:

    1. Give everyone 2 shots (for some definition of everyone, maybe certain classes, maybe people with dex above a certain amount, maybe everyone). You could imagine a whole parallel shots system (like we have for blows) where certain classes max out at 4 shots, certain classes at 5 and rangers at 6. But for now I'm just talking about 2 shots.

    2. Normalize ranged damage so that each shot is 50-60% of current damage

    3. Let rangers get +shots at level 20 and 40 (which are now half as effective).

    This has the nice effect of making +shots in general less powerful, while making archery a little more interesting (you can take more shots at different targets). It means you'll run out of ammo a bit sooner but taking on hordes of smaller monsters with archery will be easier (especially for classes other than the ranger).

    There are a lot of good suggestions for how to fix rangers/archery:

    A. change +shots to +might for the ranger
    B. use a "speed" formulation for +shots
    C. Damage calculation changes
    D. Critical hit changes

    I am going to make a patch to double the number of shots and halve damage for "normal archery" and see how it plays. If it works the way I expect it might be a nice change that moves rangers closer to warriors. Failing that I still like the +blows to +might to fix rangers and additive multipliers to fix branding.

    I have found the brainstorming going on around this issue really useful.
    linux->xterm->screen->pmacs

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    • nppangband
      NPPAngband Maintainer
      • Dec 2008
      • 901

      Originally posted by d_m
      Another thing Magnate and I were discussing on IRC yesterday was the following:

      There are a lot of good suggestions for how to fix rangers/archery:

      A. change +shots to +might for the ranger
      B. use a "speed" formulation for +shots
      C. Damage calculation changes
      D. Critical hit changes

      I am going to make a patch to double the number of shots and halve damage for "normal archery" and see how it plays. If it works the way I expect it might be a nice change that moves rangers closer to warriors. Failing that I still like the +blows to +might to fix rangers and additive multipliers to fix branding.

      I have found the brainstorming going on around this issue really useful.
      I like some sort of combination of A, C, and D. I think A is essential to any solution, and a combination of C and D should also happen because it will alow the classes who are supposed to be good with bows still use them, and it also works towards the long-term goal of having every class play differently, rather than the current situation where all classes fight like warriors by the end of the game
      NPPAngband current home page: http://nppangband.bitshepherd.net/
      Source code repository:
      https://github.com/nppangband/NPPAngband_QT
      Downloads:
      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

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