Additive Multipliers

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #61
    I can't work out whether Eddie's problem is with supply per se, or just with shopping. Ammo is consumable, just like potions and scrolls. I'm with Timo that making ammo rarer would help offset the power of archery - in fact I'd rather see that happen than some of the other proposed nerfs.

    Entirely separately to the issue of balancing archery, I'm against shopping. I'd much rather fix drops than debate what should and shouldn't be for sale in town. I'd like to implement Eddie's suggestion that anything which shoots arrows drops them - then if you run out of arrows in the dungeon, go find an orc pit.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #62
      Originally posted by Magnate
      Entirely separately to the issue of balancing archery, I'm against shopping. I'd much rather fix drops than debate what should and shouldn't be for sale in town. I'd like to implement Eddie's suggestion that anything which shoots arrows drops them - then if you run out of arrows in the dungeon, go find an orc pit.
      Not only that but mages should drop mage books, rangers arrows and bows, priests priest books and so on. Not with any guarantee, but with higher probability (so that you don't get swamped by items you don't need anymore, but can't squelch either).

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #63
        Originally posted by Timo Pietilä
        Not only that but mages should drop mage books, rangers arrows and bows, priests priest books and so on. Not with any guarantee, but with higher probability (so that you don't get swamped by items you don't need anymore, but can't squelch either).
        IIRC Un has this quite well done, so we could take a look and backport from there.
        "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

          #64
          Originally posted by Timo Pietilä
          That's just absurd. Infinite ammo does affect game balance. That's the whole point of removing that. You complained that shooters are overpowered. Well, they are not overpowered if you can't shoot everything always everywhere whenever you feel like it.
          I have been trying to make this clear. The particular fix is no good for me for reasons other than game balance. I make no claims about whether it would work. I reject it for other reasons related to how I enjoy the game.

          As to people talking against ammo in shops but accepting monsters that shoot should drop ammo, they are missing the point. That is another source of infinite ammo and would break the idea behind your fix, which is to limit ammo.

          If any monsters in the early dungeon levels drop ammo, limiting ammo in shops just amounts to a change that people who want ammo just have to scum to get it. That is the sort of tedium instead of difficulty concept I have been railing against for years. After every 3 real trips, descend to DL 4 and kill a bunch of novice rangers to replenish your quiver. Ugh.

          Comment

          • nullfame
            Adept
            • Dec 2007
            • 167

            #65
            I am likewise confused trying to follow this thread. My thoughts:

            What difference does unlimited (+0,+0) ammo make? I'm not shooting it at greater undead or demons. Even with Umbar what are you doing? 60? By dl50-60 I am not even carrying unenchanted ammo.

            I don't find going back to town to buy consumables to be a problem. After the early game where my money is limited I am almost never recalling for this purpose and almost always recalling to stow something in the home. Maybe I buy something while I'm there. YMMV.

            I thought the whole point was that by nerfing archery you are hurting the warrior more than anybody else. The warrior cannot melee an electrifier because he cannot lose wand of teleport other. Everyone else has TO in spell form. Etc.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #66
              Originally posted by nullfame
              What difference does unlimited (+0,+0) ammo make? I'm not shooting it at greater undead or demons. Even with Umbar what are you doing? 60? By dl50-60 I am not even carrying unenchanted ammo.
              Half the classes in the game have access to Tenser's Transformations, which enables them to turn (+0,+0) ammo into (+9,+9) branded ammo using nothing but patience. Since undead don't resist fire and demons don't resist cold, it's pretty useful.
              I don't find going back to town to buy consumables to be a problem. After the early game where my money is limited I am almost never recalling for this purpose and almost always recalling to stow something in the home. Maybe I buy something while I'm there. YMMV.
              I don't dislike the town per se, but I think it should be completely re-imagined from first principles. It shouldn't be a source of consumables, but a source of occasional useful stuff (ego items, devices etc.) and services like stat restoration (see NPP). Then the whole buyout issue would go away.
              I thought the whole point was that by nerfing archery you are hurting the warrior more than anybody else. The warrior cannot melee an electrifier because he cannot lose wand of teleport other. Everyone else has TO in spell form. Etc.
              Yes, this is the real problem. But IMO people are looking at it the wrong way round. The warrior's difficulties with melee is no reason not to nerf archery - we just need a way of protecting warriors from the worse side effects of melee (item destruction, charge draining etc.).
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • AnonymousHero
                Veteran
                • Jun 2007
                • 1393

                #67
                Originally posted by Magnate
                Half the classes in the game have access to Tenser's Transformations, which enables them to turn (+0,+0) ammo into (+9,+9) branded ammo using nothing but patience.
                Btw, the spell is broken since you can sell the branded ammo at a huge profit. I'd suggest adding a 100% discount "inscription", but I believe there is a ticket on trac to get rid of the spell altogether (which I'd definitely agree with).

                Comment

                • bebo
                  Adept
                  • Jan 2009
                  • 213

                  #68
                  Originally posted by Magnate
                  Half the classes in the game have access to Tenser's Transformations, which enables them to turn (+0,+0) ammo into (+9,+9) branded ammo using nothing but patience. Since undead don't resist fire and demons don't resist cold, it's pretty useful.
                  If I remember correctly this was discussed quite a bit a while ago - I think the general consensus was just to remove the spell altogether and try to fix the enchanted arrow/bolt drop/quantity frequency to make the game more balanced for everybody. But this ties with the problematic discussion of spell rebalancing,changes etc which is quite a bit off topic ...
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                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #69
                    1. Provide more ammo drops in dungeon.

                    2. Limit ammo sold in shops (randomize it).

                    3. Institute a progressive tax on ammo. The price increases (dramatically, 100% ???) each time you buy it.

                    3a. This could also help to address the excessive GP/selling problem.

                    4. If you feel that this would lead to (arrow) scumming, then don't increase drops.
                    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.

                    Comment

                    • ekolis
                      Knight
                      • Apr 2007
                      • 921

                      #70
                      5. Demand-based pricing, which was proposed years ago, actually implemented in one ancient variant or other (forget which one), and works quite well in Scorched3D (ok, not a roguelike)

                      *ducks and runs* :P
                      You read the scroll labeled NOBIMUS UPSCOTI...
                      You are surrounded by a stasis field!
                      The tengu tries to teleport, but fails!

                      Comment

                      • nullfame
                        Adept
                        • Dec 2007
                        • 167

                        #71
                        Originally posted by AnonymousHero
                        Btw, the spell is broken since you can sell the branded ammo at a huge profit.
                        Really? This is what you do? Brand ammo and sell it back to the stores? You still need money on dl70?

                        Originally posted by bebo
                        I think the general consensus was just to remove the spell altogether and try to fix the enchanted arrow/bolt drop/quantity frequency to make the game more balanced for everybody.
                        Removing the branding/enchanting spells is probably a good idea. I think I am a minority of 1 that doesn't think drops are currently broken. I am able to find plenty of ammo, max my CON and important stats, save enough potions, etc.

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #72
                          Originally posted by nullfame
                          Removing the branding/enchanting spells is probably a good idea. I think I am a minority of 1 that doesn't think drops are currently broken. I am able to find plenty of ammo, max my CON and important stats, save enough potions, etc.
                          How many turns do you take to get to dl98?

                          To the others: yes, I'm a big fan of demand-based pricing. Every time you buy something, its price should go up. I'm very much hoping that Takk decides to go somewhere in this direction when he grapples with the buyout problem.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #73
                            Originally posted by Magnate
                            How many turns do you take to get to dl98?
                            Who cares? This is not game of diving even if comp emphasizes that and few players tend to think so.

                            I also find plenty of ammo. Too much actually. At least deeper down when I'm not playing ranger which burns those ammunition at least three times as fast as other classes.

                            Comment

                            • nullfame
                              Adept
                              • Dec 2007
                              • 167

                              #74
                              I've only won three times, including just a few minutes ago, and in those I hit dl98 in 850K, 560K, and 760K turns respectively. I don't optimize for turn count but I don't stop for resists and stats either. I also die a lot

                              In the game I just finished I had 5 stacks of slay evil ammo, which is admittedly unusual, plus some acid for Sauron and I think every slay and branding flavor but lightning. My 600K warrior winner meleed Morgoth with 6 big healing potions, not much else, and only DEX maxed out. That was scary but feasible with a stack of ?phase and !CCW.

                              Comment

                              • nullfame
                                Adept
                                • Dec 2007
                                • 167

                                #75


                                A recent ladder post of YA1TW. Note he has 2 stacks of holy might and 4 stacks of slay evil. He also maxed all but INT. And he's under 1M turns.

                                I don't have a great sense for what different turn counts represent, if you care to evaluate winners that way. From my vantage point under 1 million is achievable but still above-average, under 500K is impressive, under 300K is epic maniac style.

                                If you can for all intents and purposes max stats, stow crazy endgame ammo, and win in under 1M turns drops are not a big problem. Again, I suspect I am a minority of 1 here. I'm jut saying if it were up to me I would worry about other stuff first. In other news I am way off topic.

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