Spellbooks as artifacts
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Given that change, should we look at the depths of certain high end items? In particular, thinking of rods of speed, the three high end DSMs, and wrath of god. Those will now always be OOD for a non-unique monster drop (and all but a few of the uniques) pre killing morgoth. And rods of speed are already so rare as to be basically useless (can't find enough to get a useable stack for the final fights).
Is there a chance this will help with the lack of deep stat potions, as killing orc pits on 98 will generate a bunch of level 50 or so items?
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CumswallowerLast edited by Taha; August 14, 2011, 14:50.Comment
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Given that change, should we look at the depths of certain high end items? In particular, thinking of rods of speed, the three high end DSMs, and wrath of god. Those will now always be OOD for a non-unique monster drop (and all but a few of the uniques) pre killing morgoth. And rods of speed are already so rare as to be basically useless (can't find enough to get a useable stack for the final fights).
Is there a chance this will help with the lack of deep stat potions, as killing orc pits on 98 will generate a bunch of level 50 or so items?
That system works. It has worked for nearly three decades now. This changed system is even a bit more deep item friendly than it used to be. That max from monster or level is very recent and broken change. Just for those reasons mentioned. If there is no difference between AMHD drop and orc pit then things are broken. With this uniques drop better things than ordinary shallow monsters, vaults are really vaults and not some lame scrapheaps etc.
You just need to get used to the fact that this game is hard. It is supposed to be hard. And it will get harder if I read correctly about some changes in trac. Not nearly as hard it used to be though.Comment
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It enforces the let's just skip by any challenging monster (esp uniques) and kill a bunch of snagas cause that's where the reward is .
It seems to me that the typical classic Angband storyline is kill stuff and get stronger, kill more stuff and get more stronger, kill more stuff and get strong enough to kill the big guy. This is the play style that should be rewarded. It doesn't need to exclude other play styles, but all play styles should not be considered equal .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
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Looking at this character: http://angband.oook.cz/ladder-show.php?id=9639
He found 76 artifacts of those 76
18 were from regular monsters
16 were from uniques
the remainder were found on the ground (many in vaults)
Considering that you kill about 100 times more monsters than uniques, this isn't a bad ratio.
My most recent game had 41 artifacts, my notes say 4 were from uniques and 11 were from monsters. That's not too bad either. Not as even a ratio as Eddie's, but I'm not sure how good my notes are.
In this my endgame gear included 2 items from the floor, 1 item from a unique (speed boots from vecna) and 9 items from monsters. Now I killed 84 uniques and over 10,000 monsters. So even if only 1/10 items came from uniques that's still a huge advantage to killing them over a random monster. (I killed almost 2500 orcs and netted only 2 artifacts from them! That's not good odds at all!)
Looking at another game's endgame gear I see 1 item from uniques, 7 from monsters (amazingly 3 from the same dracolisk), 3 from the floor and an elvenkind shield from the town.
(Another game has 6 from monsters and 6 from the floor (and none from uniques)) and that's all I'm looking at for now.Last edited by fizzix; July 28, 2010, 04:44.Comment
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At end game I often go down to level 100 before being completely ready for Morgoth, destructing or TO-ing him away as necessary. At that point, every item dropped passed the depth check. This change reverts to making it significantly less likely to find two of the coolest and rarest items in the game. Probably not going to make a difference to any decision makers, just pointing it out.
I agree that the game has become easier along the way, and not suggesting it should be more so. But I also remember Moria, and dying until it was boring, because it was too hard. I prefer the current balance, even though I still die frequently.
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bondage girl WebcamLast edited by Taha; August 14, 2011, 14:50.Comment
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At end game I often go down to level 100 before being completely ready for Morgoth, destructing or TO-ing him away as necessary. At that point, every item dropped passed the depth check. This change reverts to making it significantly less likely to find two of the coolest and rarest items in the game. Probably not going to make a difference to any decision makers, just pointing it out.
What kills you? It doesn't take miracles to survive in angband, not in old or in this much easier new one, Usually just knowing what you should fight is enough. So if you have played Moria before Angband and are getting killed in Angband there is something fundamental wrong in your playstyle (or don't you just care if you die?).Comment
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Restating your thesis without giving any extra justification just means that this is down to a matter of taste. You think uniques should drop artifacts, I emphatically do not. My argument against this is that it would devalue artifacts (not to mention really trivialize the search for endgame gear).
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While I wouldn't call myself a level clearer, I too like to kill uniques, because, well, what else is there to do, kill 100's of anonymous orcs?. I'm also continually disappointed with the results. You want to talk about disappointing Angband newbs. "Oh boy, I just killed Brodda and all he dropped is this stupid potion (of weakness)."
I reiterate and expand upon my previous post. I'm NOT suggesting that every unique drop an artifact. I AM suggesting that the game would be improved if uniques that represent a threat to the character based on cl vs. native depth had a probability, in addition to their normal drop, to drop a level appropriate artifact, if one is available.
For example, any given race/class combo will typically reach DL 20 with a CL somewhere between CL10-CL20. Assuming this is true (numbers subject to change based upon more informed opinions) I feel that a CL20 character that kills a DL20 unique should be rewarded with a 25% of that unique dropping an (in depth) artifact. A CL10 character who kills that same unique (not likely) should have a 50% chance of an (in depth) artifact. Even less experienced characters should have an even higher % chance (CL5/75%).
It would make uniques unique, because right now they are indistinguishable from normal OoD monsters save for their name and escorts. Uniques are so broken currently, that some players intentionally leave uniques alive some that their escorts may be 'farmed' at deeper levels.
@fizzix, your 'how artifact are obtained' post, although anecdotal, IMO seems to confirm not deny my point. In your best case, just less than half of the artifacts came form uniques. In the worst, just 1 of 7. IMO artifacts should come primarily from two sources, uniques and vaults (or uniques in vaults), and very rarely (BoS rarely) from RNG handing one to a snaga or lying it on the floor. We have ego items for that. The reason we accept gaining a majority of our artifacts from killing troll/orc/dragon pits or finding them on the floor is because were fat and lazy, we've become complacent and accept it... only because we are used to it.
There may be better way. It could very well encourage exploration. It just might generate the gradual strengthening of the character that Angband should strive for. I feel that it would certainly be better than what we have now. I don't see where the opposition comes from. You can't possibly believe that picking up a majority of your artifacts off the floor or from a dead troll is a better mechanic. If that is your POV, than this doesn't discourage that. You can still bypass the uniques and get your Ringils from troll pits.
You kill 1000's of ordinary monsters because you have to. You kill uniques because you want to. The fact the former is rewarded and the latter is discouraged (by the default drop mechanic) is disappointing.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
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What kills you? It doesn't take miracles to survive in angband, not in old or in this much easier new one, Usually just knowing what you should fight is enough. So if you have played Moria before Angband and are getting killed in Angband there is something fundamental wrong in your playstyle (or don't you just care if you die?).
I have a (nonscummed) Angband winner - these forums contributed to that - so have improved, but my "average" character doesn't win, and I didn't get the impression that most (any?) won more than once every few characters. I don't think its a fundamental playstyle issue, just the nature of the game.
There are still many ways to die...
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GisseleVogueLast edited by Taha; August 14, 2011, 14:50.Comment
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* I will grant Mass Banishment doesn't deal with evil uniques like Banish Evil does, but that's only really an issue with MorgothComment
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In light of the recent change to drop levels, when interest died down on the argumentative threads I started recently, I was planning a feature request to make mage and priest books have the same prices and drop rates.Comment
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In Moria, it was knowing what to fight and keeping track of what was around me. I was a teenager, no great insights into the game or access to the forums.
I have a (nonscummed) Angband winner - these forums contributed to that - so have improved, but my "average" character doesn't win, and I didn't get the impression that most (any?) won more than once every few characters. I don't think its a fundamental playstyle issue, just the nature of the game.
There are still many ways to die...Comment
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