Recharging

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Recharging

    I'm trying to fix the anomalies of recharge times - this has been discussed at length in previous threads, and the joy of moving to git is that if people don't like my changes they can be safely ignored without mucking up the nightlies.

    Anyway, one of the major anomalies is that rods on the floor recharge but DSM on the floor does not. I cannot understand this at all, and am proposing to make all activatable items recharge when on the floor. Can anyone give me any reasons not to do this?
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • camlost
    Sangband 1.x Maintainer
    • Apr 2007
    • 523

    #2
    No. Go ahead and do it.
    a chunk of Bronze {These look tastier than they are. !E}
    3 blank Parchments (Vellum) {No french novels please.}

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by camlost
      No. Go ahead and do it.
      Hmm. The original decision is an extension of the fact that DSM recharges when worn but not in the pack - hence not on the floor either. If I'm going to let it recharge on the floor then I need to let it recharge in the pack as well. I guess the distinction is that rods recharge anywhere, and everything else only recharges while it's actually worn.

      I've also come round to the idea that recharge times need to remain independent of player speed. We just have to cope with the fact that faster chars get more actions while waiting for any given recharge time. It feels odd though, but I now think the "time bubble" concept is odder. I might switch back again though ...
      "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

        #4
        Originally posted by Magnate
        I'm trying to fix the anomalies of recharge times - this has been discussed at length in previous threads, and the joy of moving to git is that if people don't like my changes they can be safely ignored without mucking up the nightlies.

        Anyway, one of the major anomalies is that rods on the floor recharge but DSM on the floor does not. I cannot understand this at all, and am proposing to make all activatable items recharge when on the floor. Can anyone give me any reasons not to do this?
        Do you plan to treat all wieldables, including rings of acid and artifacts, that way too?

        I always assumed it was because whoever wrote the code didn't think of all of the cases.

        Also, IMO items in the home should recharge as well.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by PowerDiver
          Do you plan to treat all wieldables, including rings of acid and artifacts, that way too?

          I always assumed it was because whoever wrote the code didn't think of all of the cases.

          Also, IMO items in the home should recharge as well.
          Yes, I did intend to let everything recharge on the floor. But I'd forgotten about the pack, which is the abuse case the original decision was intending to prevent. Still thinking ... how bad would it be to let stuff recharge in the pack?
          "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

            #6
            Originally posted by Magnate
            Yes, I did intend to let everything recharge on the floor. But I'd forgotten about the pack, which is the abuse case the original decision was intending to prevent. Still thinking ... how bad would it be to let stuff recharge in the pack?
            How is it abuse for items to recharge in the pack? I remain utterly confused about why one recharge is allowed and another is not.

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #7
              Originally posted by PowerDiver
              How is it abuse for items to recharge in the pack? I remain utterly confused about why one recharge is allowed and another is not.
              It is a change in how swaps work. You can use Taratol as rod of speed, or Celeborn as rod of banishment, or Palantir as rod of clairvoyance if you allow them to be charged at the pack.

              I would like to have it opposite way around so that only rods recharge everywhere, everything else needs to be worn to be charged. I would also like to see effects of wearables scale with the caster level as they apparently use caster somehow to charge themselves.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #8
                I think everything should recharge all the time no matter where it is.

                The only "benefit" of being forced to wear the item to recharge it is that it makes swaps with activations more useless. I don't think this is interesting or worth keeping.
                linux->xterm->screen->pmacs

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by d_m
                  I think everything should recharge all the time no matter where it is.

                  The only "benefit" of being forced to wear the item to recharge it is that it makes swaps with activations more useless. I don't think this is interesting or worth keeping.
                  I find it a interesting challenge to be forced to use the item you use for activation before it charges back. I do this with Palantir, Taratol and Tulkas, and if you allow the charging in pack probably also with Celeborn, Colluin, Eonwe, Evenstar, Holhenneth, Thingol, Eriril, Arkenstone/Phial/Elendil depending what other things I have.

                  It changes things. Really.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by Timo Pietilä
                    It is a change in how swaps work. You can use Taratol as rod of speed, or Celeborn as rod of banishment, or Palantir as rod of clairvoyance if you allow them to be charged at the pack.

                    I would like to have it opposite way around so that only rods recharge everywhere, everything else needs to be worn to be charged.
                    This is exactly how it works now. Both Eddie and d_m support my original position, but I'm now wavering. Can you say a bit more about why the swaps scenario you describe above is a bad thing? It seems quite interesting to me.
                    I would also like to see effects of wearables scale with the caster level as they apparently use caster somehow to charge themselves.
                    Do you mean the outputs, like damage or detection radius or whatever? Or do you mean that recharge times should decrease with wearer level??
                    "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

                      #11
                      Originally posted by Magnate
                      This is exactly how it works now. Both Eddie and d_m support my original position, but I'm now wavering. Can you say a bit more about why the swaps scenario you describe above is a bad thing? It seems quite interesting to me.
                      It changes things too much. Palantir becomes rod of clairvoyance, Taratol and Tulkas rods of speed, Celeborn rod of banishment etc.

                      Originally posted by Magnate
                      Do you mean the outputs, like damage or detection radius or whatever? Or do you mean that recharge times should decrease with wearer level??
                      Outputs. Sleep gets stronger, bolts, beams, balls and LoS -damage increases with level and so on. Of course I have no objection of reducing the recharge times as well

                      Comment

                      • buzzkill
                        Prophet
                        • May 2008
                        • 2939

                        #12
                        The ring of delving. It should need to be worn to be recharged else it is just a rod of stone to mud. I really like these rings but never wear them full time. I activate it, wait for it to recharge, then put it in my pack. If it recharges in the pack, it serves no purpose as a ring.

                        My assumption has always been that wearable items need to be worn, and rods need to be in the pack in order to recharge. If seems odd to me that an item would recharge while on while lying the ground, Angband itself forbids it. I vote in favor of needing to wield (or be in possession of) an item in order for it to recharge. Maybe it could charge at a much slower rate, 1/10, if in the pack (weldable) or on the ground (any).

                        Maybe we need to tackle the question of how do items recharge?
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                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #13
                          Originally posted by Timo Pietilä
                          It changes things too much. Palantir becomes rod of clairvoyance, Taratol and Tulkas rods of speed, Celeborn rod of banishment etc.
                          I don't think this is all that bad. The only one that's really advantageous to having it charge in the pack is the palantir.

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #14
                            Originally posted by buzzkill
                            The ring of delving. It should need to be worn to be recharged else it is just a rod of stone to mud. I really like these rings but never wear them full time. I activate it, wait for it to recharge, then put it in my pack. If it recharges in the pack, it serves no purpose as a ring.

                            My assumption has always been that wearable items need to be worn, and rods need to be in the pack in order to recharge. If seems odd to me that an item would recharge while on while lying the ground, Angband itself forbids it. I vote in favor of needing to wield (or be in possession of) an item in order for it to recharge. Maybe it could charge at a much slower rate, 1/10, if in the pack (weldable) or on the ground (any).

                            Maybe we need to tackle the question of how do items recharge?
                            Ok, you've given me another thought.

                            Eddie, d_m: instead of stuff recharging everywhere, how about ONLY in the player's possession? So rods will no longer recharge on the ground but only in the pack. That still leaves the question of whether activatable wearables recharge in the pack or only while worn ...
                            "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

                              #15
                              Originally posted by fizzix
                              I don't think this is all that bad. The only one that's really advantageous to having it charge in the pack is the palantir.
                              That's funny. I would have said the Palantir is the one that doesn't matter.

                              With the Palantir, you use it once per level and when you have cleared the level you put it on and rest before descending to the next level. It makes little difference unless you are in a game turncount competition.

                              Something like Taratol or Tulkas that you might want to use multiple times per level seems much more relevant. It doesn't bother me that these would be like rods of speed, and in fact I think it would be an improvement, but at least I can see merit in the opposing view.

                              Comment

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