Making the game harder, take two

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Originally posted by nppangband
    And, in my humble opinion, making the game more accessable to new players is great, but I would not want to see many changes that reduce Angband's trademark tension/excitement that is a by product of the harsh and unforgiving environment in the Angband dungeon.
    Agreed - I think we as a team have taken on board that we need to swing the pendulum back this way a bit.
    What I meant was, witha new release usually comes a *ton* of bug reports. That usually takes up 100% of a developer's time for a couple weeks after a release.
    Ah, yes. We're ready for that - it's likely to result in takk releasing a "v2" a month or two later ;-)
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      Originally posted by Timo Pietilä
      Not quite. Your change changed gameplay for minor annoyance caused by one single item in the artifact list. That's wrong way of doing things. Luring monsters somewhere got harder or even impossible for some monsters, you introduced one unavoidable insta-death scenario and generally did it the easy way around "fixing" one thing that wasn't broken and changing gameplay in the process. This change made dealing with open vaults with insta-death monsters annoying "avoid" -objects instead of challenging "lure those monsters out of the vault" -objects.

      Instead of fixing targeting allowing targeting range 20, you changed every single thing that had MAX_RANGE 18 to be 20. Not a good way of doing things.
      Agreed. It was a nasty temporary hack, until LOS/FOV is completely rewritten for 4.x

      I'm glad you agree with the rest of my post though. It would have been awful if there'd been nothing in it with which you could disagree.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2347

        Originally posted by Timo Pietilä
        Are you sure that was my suggestion? I don't remember doing that and I hate getting appreciation from someone else suggestion. If it was mine then it was just a suggestion without much thought. An idea thrown in the pool of other suggestions.
        It was mine, but in answer to Derakons idea to increase effect of encumbrance. Simply reducing carrying capacity of strength would mean little for the endgame.

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        • Lord Fell
          Apprentice
          • Oct 2010
          • 89

          Thinking about Store Restock:
          I don't mind the idea that restock is tied to experience. It does seem artificial, but while it's unrealistic, this is still a game. "I'm sorry, Happy Drunk... I won't get any more Pints of Fine Wine until Umar the Angry hits level 13."

          I think though, that rather than tying it to Level Gain, it should probably be tied to Gain against Max-Exp. Starting at around 100xp -so the first shop reset won't hit until 3rd or 4th level. So, at the earliest levels, the dungeon won't reset for every few levels. At the highest levels, the shops will reset every few levels... and can continue to reset once max level has been achieved.

          Thinking about Encumbrance:
          My first thought, is that increasing encumbrance screws warriors. I actually play Warrior classes more than anything else, and am already noticing that encumbrance is not optimized for the class.

          I think my main point of discontent with Encumbrance is the way weapons work. If my warrior has an 18 Strength and an 18 Dex, I can get 3 attacks per round out of a dagger (1d4) and only 1 attack per round out of a longsword (2d5). Assuming I'm laying into a Brown Mold and won't miss, that dagger is doing to do 7.5 damage, and that sword is going to do 6 damage. In my opinion, a longsword should always be a superior weapon choice to a dagger. A heavier weapon doesn't always have to be better than a lighter weapon -a Longsword is probably a superior weapon to a Maul... but the current weight/effectiveness of a weapon is definitely borked.

          Comment

          • Atarlost
            Swordsman
            • Apr 2007
            • 441

            I think your restock schedule is completely backwards. The game should be at its hardest in the late game and at its easiest early on. Requiring the player to level multiple times for the first restock is very harsh and restocking several times per level late game makes restricting it by experience pointless.
            One Ring to rule them all. One Ring to bind them.
            One Ring to bring them all and in the darkness interrupt the movie.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              Originally posted by Atarlost
              I think your restock schedule is completely backwards. The game should be at its hardest in the late game and at its easiest early on. Requiring the player to level multiple times for the first restock is very harsh and restocking several times per level late game makes restricting it by experience pointless.
              But you forget that clevs are not linear. The first few clevs come in a whirlwind, while later in the game you level up only after multiple dlevs.

              @Lord Fell: have you tried any of the "O-combat" variants? O, FA, S and others all have much better balancing of light/heavy weapons. V is deliberately and famously biased in favour of light weapons (until the very endgame, at least).
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                One of these days I should try patching the enchantment rules so that a given weapon can only be enchanted up to the same level as its max damage dice roll. So daggers would top out at (+4, +4) while scythes of slicing would hit up to (+32, +32). Unfortunately this would also require significantly reworking how extra blows are rewarded, and probably mean that extra blows on non-weapon slots would have to go away entirely.

                Comment

                • Lord Fell
                  Apprentice
                  • Oct 2010
                  • 89

                  As Magnate said, I based my restocking schedule on the idea that you can be 3rd level in less than 15 minutes. If anything, having the store restock too quickly at the early levels is almost a punishment; you see that shiny +2,+4 Sling at a good price, you want to save up and snag it before the shop restocks.

                  @Lord Fell: have you tried any of the "O-combat" variants? O, FA, S and others all have much better balancing of light/heavy weapons. V is deliberately and famously biased in favour of light weapons (until the very endgame, at least).
                  I've tried a few variants... most recently, I've tried DAJ and FA... but to be honest, I didn't care for either of them.

                  The weapon weights/blows per round in Vanilla is definitely unbalanced and unrealistic. A proper Martial weapon should, without a doubt, be superior to anything else. I pointed this out in another thread, and again the suggestion was to "try a variant." I don't understand why this bias would be deliberate... and I really don't care that it's tradition. A heavier weapon is penalized by slower blows per round, and doubly penalized by (especially at earlier levels) creating an Encumbrance problem... in my (not even slightly humble) opinion, it should still be worth it to carry heavier weaponry.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    Originally posted by Lord Fell
                    The weapon weights/blows per round in Vanilla is definitely unbalanced and unrealistic. A proper Martial weapon should, without a doubt, be superior to anything else.
                    All of those weapons are "proper martial weapons". Just the art changes. Katana is no different to longsword in capable hands. Only weapon which is a bit "out of place" is a whip, which can be interpreted as chain whip in which case that too becomes proper martial weapon.

                    Comment

                    • d_m
                      Angband Devteam member
                      • Aug 2008
                      • 1517

                      Originally posted by Lord Fell
                      The weapon weights/blows per round in Vanilla is definitely unbalanced and unrealistic. A proper Martial weapon should, without a doubt, be superior to anything else. I pointed this out in another thread, and again the suggestion was to "try a variant." I don't understand why this bias would be deliberate... and I really don't care that it's tradition. A heavier weapon is penalized by slower blows per round, and doubly penalized by (especially at earlier levels) creating an Encumbrance problem... in my (not even slightly humble) opinion, it should still be worth it to carry heavier weaponry.
                      Given that the whole idea of HP is an insane abstraction to begin with, that the amount of time a round takes is completely indeterminate, and that we're talking about a single person exploring an unlit underground cave, I don't think arguments abou realism carry much weight. I certainly don't think most traditional "martial weapons" are intended to be used by one person in those circumstances.

                      This is not to say that the V combat system doesn't need to be changed. But I don't think most of the devs are worried about making things more realistic (I am not). Rather, I'm interested in creating interesting trade-offs and trying to make sure most weapons have at least one case in which they'd be somewhat useful (which is specifically not realistic).

                      For what it's worth, I think multiple blows have made heavier weapons much more feasible in the early/middle game. My recent warrior (who killed Sauron and almost won) used heavy axes for the second half of the game (300k turns), and never used a dagger or anything smaller than a cutlass (except for the starting short sword). I'm interested if others have noticed this as well.
                      linux->xterm->screen->pmacs

                      Comment

                      • Lord Fell
                        Apprentice
                        • Oct 2010
                        • 89

                        Putting aside "real" realism, where I'd be pulling out copies of Jane's Medieval Arms, or citing historical warfare, let's instead talk "Fantasy Realism." if you read your Tolkien, virtually everyone used a sword... a few exceptions of course; Gimli's Axe, Gil-Galad's spear... even the Dwarves in The Hobbit used swords instead of Hafted weapons. I think the sole instance of a dagger being used was the Lich King stabbing Frodo with a Morgul Knife -but the Ring Wraiths still used swords.

                        Talking about "martial" vs. non-martial weapons... I guess I'm thinking in terms of the Modern D&D books. Anyone can use a Mace... it's a glorified club, and any peasant can beat a rat to death with a heavy stick. Special training is required to use weapons such as the sword or longbow -what D&D calls Martial weapons.

                        ...and I don't think you can ignore the balance aspect. On paper, a non-magic dagger is always better (more attacks, more damage out-put, less weight) than any other melee weapon, and that just doesn't make sense to me. Players will only trade to heavier weapons when they gain ego weapons who's powers are better than that of the best dagger they have available.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          A normal dagger is better than a longsword as long as your strength and dexterity are in the right range. Too weak/clumsy, and you don't get multiple blows, so you opt for a big weapon instead -- my priests often end up with flails or morningstars early on, for example. Too strong and you can get multiple blows even with the heavier weapons, so daggers again lose their shine. It's only in the very early game, for non-caster classes, that daggers are remotely automatically better.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9634

                            Originally posted by Lord Fell
                            I've tried a few variants... most recently, I've tried DAJ and FA... but to be honest, I didn't care for either of them.
                            I'd be interested in feedback about FA. Different people have different likes and dislikes - but I always like to hear opinions.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • TJS
                              Swordsman
                              • May 2008
                              • 473

                              It doesn't seem right to me that end-game mages can carry as much weight as warriors. Part of the early fun of mages is in having to keep your weight down and use the lightest armour/weapons you can find, but by the end you can use pretty much what you like.

                              Instead of capping carrying capacity at 18/50 you could cap it at 18/220 instead so only warriors can normally get to the full amount at the end.

                              Comment

                              • Tiburon Silverflame
                                Swordsman
                                • Feb 2010
                                • 405

                                It doesn't seem right to me that end-game mages can carry as much weight as warriors. Part of the early fun of mages is in having to keep your weight down and use the lightest armour/weapons you can find, but by the end you can use pretty much what you like.

                                Instead of capping carrying capacity at 18/50 you could cap it at 18/220 instead so only warriors can normally get to the full amount at the end.
                                What does class have to do with carrying capacity? If it's a question of "let's make heavier armor harder for mages"...is raw carrying capacity the right way to go about this, even assuming it's a desirable goal?

                                I wouldn't necessarily mind an extension to the capacity table...say, a fairly large plateau where things remain as is, up to around 18/150, then some increase up to 18/220. I don't think I'd like reducing the carrying capacity at around 18/50; sure, inventory management is an essential aspect to the game, but one has to balance things.

                                Comment

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