New scoring system
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(Standard turncount) * (How many turns it takes to kill Morgoth after first blood) * 0,8 ironman multiplier
Lower the number, higher the score. Something like this would give both speedrunners and uberstrong characters great scores.Comment
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More generally speaking, what's the difference between an exploit and skill?Comment
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I don't think there's a meaningful way to compare across different codes of conduct / different sets of birth options.
Within one code of conduct / set of birth options, sort by Deepest Unique Killed, and break ties with Turn Count.
That way, a winner beats a non-winner, and winners are sorted by speed.
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Or is the idea to set up a global ranking scheme within V where you can compare across birth options / conducts and get a single number as output? Like, an "objective" measure of whether it's more impressive to grind slowly and beat Morgoth as an ironman bookless mage or dive quickly and beat Sauron with no artifacts but die to Morgoth? Seems dicey, but I guess some people would have fun trying to maximize score.Comment
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Or is the idea to set up a global ranking scheme within V where you can compare across birth options / races / classes and get a single number as output? Like, an "objective" measure of whether it's more impressive to grind slowly and beat Morgoth as an ironman bookless mage or dive quickly and beat Sauron with no artifacts but die to Morgoth? Seems dicey, but I guess some people would have fun trying to maximize score.Comment
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Sure you can parade around your winning character with 250hp but are forgetting to include all the hundreds of failures that came before. That is no different than another player grinding out the items they need."i can take this dracolich"Comment
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i know where you are coming from but this is, unfortunately, a false logic. The idea that A is a better player than B because they killed Morgoth with a store-bough shovel.
Sure you can parade around your winning character with 250hp but are forgetting to include all the hundreds of failures that came before. That is no different than another player grinding out the items they need.
Not sure that you really know where I am coming from. My vision on such matters came from different places, eg from Nethack tournaments. Nethack pro-players have very high success rate to win the game and it was proffed during such tournaments numerous times. The same goes to any classic roguelike games - in time player 'learn' how to play by skill, not by the time which he spends on grinding. Thats why in Tangaria I've simply disabled cheezing ways to stair-scum, grind low lvls and other boring grind.https://tangaria.com - Angband multiplayer variant
tangaria.com/variants - Angband variants table
tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in RussianComment
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