Issues on current master

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    Originally posted by Sky
    Im not sure what you mean. I play randarts only and find them completely adequate, with most runs using 10/12 artis, except 1 RoS and Elven boots. Specifically, lights and amulets tend to be better, and i almost always find weapons better than MoD.
    I suspect that you and Estie are at pretty close to opposite ends of the spectrum regarding playstyles. Which in turn suggests that the underlying problem here isn't so much "good randarts aren't being produced by the randart generator", it's that they're rare enough that they simply don't show up by the time Estie's ready to win. It's their rarity and power with respect to egos that is at fault, then; if egos are common and powerful (enough to win with) then fast players will end up with mostly egos. If they're common and weak, or rare, then fast players will be forced to slow down, which I suspect they wouldn't really enjoy (because it basically just means more grinding until the RNG deigns to produce the gear you need to progress).

    So in short, make randarts more common, I guess?

    Comment

    • Sky
      Veteran
      • Oct 2016
      • 2321

      Well, i never did get a full answer on my "how are artifacts generated?" thread, but there's still something missing here.

      First, i play with preserve on. You can lose artifacts permanently, but you should be able to otherwise get all those artifacts which the RNG generates.

      And even if you do rush, the last 30 or so DL will most likely have 3+ greater vaults filled to the brim with great artifacts.
      (Rings of power, for example, are waaay more common now)

      I suspect the issue isn't that the RNG does not generate enough randarts, but rather that it is generating them, but Estie is not finding them.
      "i can take this dracolich"

      Comment

      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        With standarts, in the endgame I'm often using ego armor, principal weapon or launcher, or even all of the above. True, it's even more likely with randarts, but I think it might be because it provides some consistency of control over the resistance holes that is absent without some lucky randarts.
        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          I think the problem is caused by the absence of to-damage modifiers on randarts.

          Damage modifiers (this includes extra attacks, but they are very rare) are the best option for each slot because all other modifiers are capped/on diminishing returns. Strictly speaking, even standart rings of power are not top because, given everything else is covered, a damage ring is better. However, it is very likely that a ring of power, while losing damage to the damage ring, opens up some other option, for example allow you to use Gorlim by providing telepathy.
          Remove all standarts with damage modifiers and you get the situation as it is now with randarts.

          So, why are there no or so very few randarts with +damage ? Is that intended ? Not having one of the best modifiers available for randarts is, I think, the main reason they are bad.

          Making damage more common again would probably restore the situation from before Nick´s randart changes, however I am not really happy with that because many items are still ego and therefor known before the game starts.

          There was a time when artifacts were substantially better than egos and you ended up with them in almost every slot. Nick said in another post that that was where he wanted to head - by making egos worse. Otherwise, if egos make up ~1/2 of the set - as it is now - it would be great if they got randomized in some way, too.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            @Estie--I suspect there was a time when you didn't dive as fast, so you explored more of the artifact space. That said, now that Nick has normalized the power curve for each slot, getting the specifics of each slot is significantly harder. So yes, this means getting damage on rings, gloves, and shields right, and picking weapons with the right damage dice and weight. Getting Bard turned into an x2 sling actually matters now. It didn't with the old randart model.

            Comment

            • Estie
              Veteran
              • Apr 2008
              • 2347

              Originally posted by Pete Mack
              @Estie--I suspect there was a time when you didn't dive as fast, so you explored more of the artifact space. That said, now that Nick has normalized the power curve for each slot, getting the specifics of each slot is significantly harder. So yes, this means getting damage on rings, gloves, and shields right, and picking weapons with the right damage dice and weight. Getting Bard turned into an x2 sling actually matters now. It didn't with the old randart model.
              What do you mean with "normalizing the power curve for each slot" ?

              The problem is that it is done only for artifacts, so if there are no artifacts with damage, you use ego items with damage and that defeats the purpose of random items.

              Comment

              • fph
                Veteran
                • Apr 2009
                • 1030

                Coming in the next version: diminishing returns on +dam modifiers.
                --
                Dive fast, die young, leave a high-CHA corpse.

                Comment

                • Sky
                  Veteran
                  • Oct 2016
                  • 2321

                  Before the last randart patch, each standart would "morph" into something else, but would keep a power level similar to the original piece. So you could wind up with Bladeturner on your head, Mediator on your back, Ringil on your neck, and so on.

                  Now, each slot has a power curve, so that the power level is appropriate for that slot. For example, cloak slots are weaker than armor slots.
                  "i can take this dracolich"

                  Comment

                  • Carnivean
                    Knight
                    • Sep 2013
                    • 527

                    Originally posted by Sky
                    Now, each slot has a power curve, so that the power level is appropriate for that slot. For example, cloak slots are weaker than armor slots.
                    Unless there is some bonus not mentioned here, this just guarantees that the items will be the same as the other ego in terms of power. The only difference would be a randomness to the randarts that the egos don't get. Artifacts should be stronger than the average ego item at the level the player is on.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2987

                      Originally posted by fph
                      Coming in the next version: diminishing returns on +dam modifiers.
                      Coming in the next version: removal of all arts and ego items.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • Estie
                        Veteran
                        • Apr 2008
                        • 2347

                        Originally posted by Sky
                        Before the last randart patch, each standart would "morph" into something else, but would keep a power level similar to the original piece. So you could wind up with Bladeturner on your head, Mediator on your back, Ringil on your neck, and so on.

                        Now, each slot has a power curve, so that the power level is appropriate for that slot. For example, cloak slots are weaker than armor slots.
                        Ok, that seems to be the case. The best armors are ~500 while the best weapons only ~300. However, I think that resists are vastly overrated and that might be a problem.

                        But that is of no relevance to the original issue. 300 is plenty of room to get +15 damage or more, but you never see that on armours. Of course, there should be a bias towards more resists on armor and not every game should have an armour with damage, but _some_ off-weapon offense should exist in most randart sets, compareable to the standarts. This is not the case.

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2987

                          Spotted this error in pile_integrity_fail():

                          Code:
                          fail_prev = (obj->prev != NULL);
                          fail_prev = (obj->next != NULL); <-- fail_next
                          Also... global variables!
                          Last edited by PowerWyrm; June 9, 2017, 15:12.
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            Originally posted by PowerWyrm
                            Spotted this error in pile_integrity_fail():

                            Code:
                            fail_prev = (obj->prev != NULL);
                            fail_prev = (obj->next != NULL); <-- fail_next
                            Also... global variables!
                            Thanks. And at least they're static to the file...
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Sky
                              Veteran
                              • Oct 2016
                              • 2321

                              why do the small labyrinth levels already have items detected? (as in treasure detect, not detect items)
                              "i can take this dracolich"

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                Originally posted by Sky
                                why do the small labyrinth levels already have items detected? (as in treasure detect, not detect items)
                                Because nobody would bother to explore them otherwise.

                                Comment

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