(Hopefully) useful code snippet modifies "]" command to highlight unidentified items

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  • Tiburon Silverflame
    Swordsman
    • Feb 2010
    • 405

    #31
    Remove brands or bonus shots or bonus blows entirely from off slots.
    I agree with this, *except* potentially on the rings slot. A single brand on a ring isn't overpowered, IMO, at least in part because there are other exceptionally good options.

    I entirely agree that no off-slot should give bonus attacks.

    How will this make anything more difficult? There is little difference between a pack size of 20 and one of 60. Back before hounds were nerfed they were the most tedious part of the game by far. In fact, they *still* are the most tedious part of the game.
    I agree with fizzix here. Yes, it'll make the game harder, but to a MUCH greater degree it's a huge PITA.

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    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #32
      Originally posted by PowerDiver
      IFor the strategic, item detection nerfing causes more level switching and more emphasis on clearing deep orc/troll/giant pits.
      I agree that this is not ideal, but I don't agree in your solution. There already is a rather small payoff for orc and troll pits after a certain level. They're good for stat gain, but not really for high end items. Giant pits are significantly better, but they have some significant risk (unless you have Imelec or no wands/rods that you care about) My solution would be to eliminate orc pits after a certain level. No orc pits after dlevel 60 means you are never getting an item with level greater than 38 from an orc pit.

      Right now, the highest reward/risk ratio is for items found on the ground. Vaults are a close second. Let's face it, clearing out a vault with TO is trivially easy, generates almost no risk, and produces large payoffs. Dragon pits are a distant third. The lowest reward/risk goes to tough uniques. (forget about no drop ones like omarax).

      As far as encouraging more level switching, I think the autoscummer had the right idea on this, but the wrong implementation. The idea being you had to do *something* on the level in order to not get a shitty next level. Unfortunately the *something* included resting, and the definition of what made a non-shitty level was...well...shitty. I much prefer the idea of forcing the player to do something, even if the previous implementation left much to be desired.

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