Point-based stat distribution is too powerful
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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. -
Incidentally, if you are someone who's interested in modifying Angband's source and can compile changes I strongly encourage you to sign up for a github account and submit pull requests.
It's more convenient for us developers to pull in someone's request than to do anything else (even for these little one-line changes, it's easier). Plus it also helps us (or at least me) keep tabs on who's working on what.
I've been thinking about contributing through pull requests. This was sort of a start, checking that I can actually make and see the results of a change.
I'm still working very primitively though. What I did here was to (after getting the latest source from GitHub) copy the contents to a new folder, change one line of code with notepad, and then compile with MinGW (I'm on Windows 7). Too much hassle for any serious work, but Eclipse does not cooperate when it's time to compileComment
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I disagree completely. I think the first part of the game can be the most exciting part. Spells are unreliable, devices are few and far between. Careless play can lead to death from an infestation you can't escape, or a slightly OOD monster. I find that much more compelling than constantly crushing the skulls of endless demons using a zillion blows from your weapon of uber-destruction.
The main issue here is that before 1000' the game is pretty uninteresting. The monsters require no tactics beyond making sure to face groups one at a time, you have very few interesting options even as a mage, who is supposed to be the most varied and tactical class, and the loot is uniformly awful unless you find a *thanc or Forasgil...in which case you immediately dive to 1000' to start having more fun. The early game isn't terrible, but it's not as good as the rest of the game.
I'd be all for reducing character power if it made things more interesting, but my feeling is that it would just increase early sudden death, making a new character (and new players) less likely to get to the interesting floors.Comment
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Reducing the possiblity to maximise with the point-based system will force people to think more on what is important for them right now, and in the long run.Comment
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We do have the time to make a small change to starting stats though.
Besides, the starting stats being too good is also an issue, and it is important to adress this before fixing the combat system. If a new combat system is based on stats (which I assume it will be), it is much better that the stats have been balanced before the combat system is changed.Comment
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I really like this idea! In the birth code it's just one constant that sets that you have 24 points to play with. It should not be very difficult to have this set by race instead.Comment
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Here is a comparison between some different nerfs.
0) Current system.
1) My proposed price increase.
2) Use current system, but all stats start out at 9 (instead of 10 that is used today).
3) Same price, but only 18 points to buy with (6 points less than today).
Code:Base stats achieved in the different systems, (sum of stats allocated) 0) current system 1) price increase 2) base stat = 9 3) 18 points to allocate 18,18,10,10,10,10 (16) 18,15,10,10,10,10 (13) 17,17, 9, 9, 9, 9 (10) 18,16,10,10,10,10 (14) 18,16,16,10,10,10 (20) 17,15,14,11,10,10 (17) 17,15,15, 9, 9, 9 (14) 17,15,15,10,10,10 (17) 17,17,17,10,10,10 (21) 16,16,15,10,10,10 (17) 16,16,16, 9, 9, 9 (15) 16,16,16,10,10,10 (18) 16,16,16,16,10,10 (24) 15,15,15,15,10,10 (20) 15,15,15,15, 9, 9 (18) 15,15,14,14,10,10 (18) 15,15,15,15,14,10 (24) 15,15,14,14,14,10 (22) 14,14,14,14,13, 9 (18) 14,14,14,13,13,10 (18) 14,14,14,14,14,14 (24) 14,14,14,14,14,14 (24) 13,13,13,13,13,13 (18) 13,13,13,13,13,13 (18)
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I feel that the combat system is the bigger problem, it sure needs to be modified. However, modifying the combat system will take some time to design, implement, and balance. We are closing in on 3.3, so we do not have the time to do that now.
We do have the time to make a small change to starting stats though.
Besides, the starting stats being too good is also an issue, and it is important to adress this before fixing the combat system. If a new combat system is based on stats (which I assume it will be), it is much better that the stats have been balanced before the combat system is changed.
I agree that the stat system needs at least thinking about in tandem with this - perhaps we should just move to a linear scale (3 to 40), perhaps we should do something else. We should strive to eliminate breakpoints where possible and make any impacts of stats smooth across the entire range. We should also revisit which things are affected by stats and which aren't, as there is scope for improvement there too.
All this is for 3.4 or later. I am not yet convinced that there is merit in changing the birth system for 3.3, though I could be persuaded that we should make a small change now (such as changing the point costs, or reducing the number of points available) and spend the next month testing it, not being afraid to revert it if it doesn't work."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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One thing to keep in mind is that the early game needs to be forgiving. Newbies need to have a place to figure out the basic game rules without being killed over and over again; otherwise they're too likely to simply give up. Unfortunately, "forgiving to newcomers" readily translates to "too easy for veterans". I'm not aware of any way to reconcile those two so that veterans can have a challenging early game, short of expecting veterans to use weaker race/class combinations (or intentionally not fully exploit the point-based stat buyer).
Now, there's some question as to how much of the game needs to be intentionally forgiving -- where does it stop? 300'? 500'? 1000'? I think you could make reasonable arguments for any of those points. Whatever you end up with, though, unless you can resolve my first point, you're going to end up with a section of dungeon that veterans basically end up skipping, or at least blazing through as fast as possible.Comment
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Seconded! We could give Humans 24 points and everyone else, say, 18 or 21 points. I think that fits nicely with the "humans can be anything" theme that is found in many RPGs.Comment
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One thing to keep in mind is that the early game needs to be forgiving. Newbies need to have a place to figure out the basic game rules without being killed over and over again; otherwise they're too likely to simply give up. Unfortunately, "forgiving to newcomers" readily translates to "too easy for veterans". I'm not aware of any way to reconcile those two so that veterans can have a challenging early game, short of expecting veterans to use weaker race/class combinations (or intentionally not fully exploit the point-based stat buyer).
Now, there's some question as to how much of the game needs to be intentionally forgiving -- where does it stop? 300'? 500'? 1000'? I think you could make reasonable arguments for any of those points. Whatever you end up with, though, unless you can resolve my first point, you're going to end up with a section of dungeon that veterans basically end up skipping, or at least blazing through as fast as possible.
Another option would be to intentionally lead newcomers to easier starts, say by making human a better race with relatively better stats allocation.Comment
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The worst boring monster problems are in my opinion:
- the centipedes, of which only the carrior crawler does something interesting.
- the snakes, of which only the poisonous are dangerous. Would work better modeling them after real world snakes. They are after all nastier than the *band ones.
- the ants, which seems to curiously be loners in *bands. Giving them FRIENDS flag would make them more interesting.Comment
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The snake that spits to blind can be dangerous, at least I always feel in danger when I am blind...
Making a level forgiving for newcomers does not have to mean boring. We can introduce a few status ailments that are not really dangerous, but can scare, and differentiate among them.Comment
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