Reluctantly leaving the cozy "memorable randarts" thread to contnue the topic started there:
I think not even a different combat system will be enough to make AC important. The thing that would make it so has to be inability to kill stuff without getting exposed to physical damage. To achieve that, youd have to change not the way ac works or its amount, but the dungeon environment.
It is really worthwhile to think of diablo I/II difference; anyone who has played (the lategame of) those games will know what I mean. I am not entirely sure what exactly caused that difference though.
A few points come to mind:
- Is it possible to enforce 1on1 situations ? In vanilla thats typically easy. Attempts to prevent that by introducing swarmy ai that avoids hallways and surrounds in rooms has imo not been satisfactory, as it doesnt leave many tactical options (for melee characters).
You force the situation "now you are surrounded" on the character once he enters the room, but the interesting part for a tactical game is HOW that situation occurs, the way to it and how to avoid/delay that unwanted scenario. If there are many grunts (with grunt ai) running towards you, youd want to use bottlenecks to thin them out. Thats the fun part. Swarm ai completely removes this aspect.
The thing to do would be to make it harder and not perfect like the @oooo situation. Hallways of width 2 or 3 might be interesting.
-AC in vanilla lategame is guaranteed. Even if you wear, say, a robe of permanence, the boni of all your other items will guarantee a minimum AC.
Going beyond that (by favouring heavy armor and +AC artifacts) does come at a cost, but also doesnt make much difference.
Heres a theory to try to explain that:
A character who struggles to stay alive in a dungeon has various threats coming at him. Lets sum all the threats up and call the threat level that kills him 1; so he has to stay below 1 to survive.
Now there are various kinds of threats; here (both angband and diablo) we can distinguish between those that have to overcome AC ("physical attacks") and those who dont ("magic attacks").
The ratio of the presence those 2 determins how much a character can possibly value AC or resists. If 80% of the danger comes from magic attacks, then he will never favour AC over resists, no matter how you change combat mechanics.
For the vanilla situation, we have off-screen 1-hit magic attacks that you can only protect against by having the appropriate resist in place. To even consider wearing non-magic mithril plate mail rather than a leather jacket of resistance, youd have to introduce similar physical threats (archers?). To make the plate the winner, youd also have to reduce the magic threat.
There is only so much you can throw at a character without turning the game into "a rock falls on your head, you die" every time.
This is the threat level I called 1 above.
I think not even a different combat system will be enough to make AC important. The thing that would make it so has to be inability to kill stuff without getting exposed to physical damage. To achieve that, youd have to change not the way ac works or its amount, but the dungeon environment.
It is really worthwhile to think of diablo I/II difference; anyone who has played (the lategame of) those games will know what I mean. I am not entirely sure what exactly caused that difference though.
A few points come to mind:
- Is it possible to enforce 1on1 situations ? In vanilla thats typically easy. Attempts to prevent that by introducing swarmy ai that avoids hallways and surrounds in rooms has imo not been satisfactory, as it doesnt leave many tactical options (for melee characters).
You force the situation "now you are surrounded" on the character once he enters the room, but the interesting part for a tactical game is HOW that situation occurs, the way to it and how to avoid/delay that unwanted scenario. If there are many grunts (with grunt ai) running towards you, youd want to use bottlenecks to thin them out. Thats the fun part. Swarm ai completely removes this aspect.
The thing to do would be to make it harder and not perfect like the @oooo situation. Hallways of width 2 or 3 might be interesting.
-AC in vanilla lategame is guaranteed. Even if you wear, say, a robe of permanence, the boni of all your other items will guarantee a minimum AC.
Going beyond that (by favouring heavy armor and +AC artifacts) does come at a cost, but also doesnt make much difference.
Heres a theory to try to explain that:
A character who struggles to stay alive in a dungeon has various threats coming at him. Lets sum all the threats up and call the threat level that kills him 1; so he has to stay below 1 to survive.
Now there are various kinds of threats; here (both angband and diablo) we can distinguish between those that have to overcome AC ("physical attacks") and those who dont ("magic attacks").
The ratio of the presence those 2 determins how much a character can possibly value AC or resists. If 80% of the danger comes from magic attacks, then he will never favour AC over resists, no matter how you change combat mechanics.
For the vanilla situation, we have off-screen 1-hit magic attacks that you can only protect against by having the appropriate resist in place. To even consider wearing non-magic mithril plate mail rather than a leather jacket of resistance, youd have to introduce similar physical threats (archers?). To make the plate the winner, youd also have to reduce the magic threat.
There is only so much you can throw at a character without turning the game into "a rock falls on your head, you die" every time.
This is the threat level I called 1 above.
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