What is up with level feelings?
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It has always felt to me like that. So what about dividing the whole thing by dlvl and calibrating anew ?Comment
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Some insights, though:
- This is the formula I've deduced from the thread:
Danger_level = SUM[(MLn^2 x (MLn - DL)) / DL, 1, N]
where
N is the number of monsters on the level
n is the index number for each monster
MLn is the nth monster's level
DL is the dungeon level
SUM is a function that sums the first argument evaluation starting with n = second argument and continuing through n = third argument.
- The expression also evaluates to (MLn^3/DL - ML), meaning that the result is going to be proportional to the cube of the monster level.
- For low levels, there are going to be few monsters below their depth, so that (MLn - DL) will almost always be positive.
- At deeper levels, a lot of monsters will appear where (MLn - DL) is negative.
- This negative term will offset the effect of DL on the resulting value.
- There is clearly a missing normalization step... I'm guessing it's got a DL^2 or DL^3 term in it somewhere, and then scales to 1 through 9.
I'm completely whiffing on any suggestions for changes, other than:
- Instead of dividing by DL, maybe divide by DL^2 ?? I'd have to see this in practice before really endorsing it as more than anything but a brainstorm.
- Perhaps add a scaling factor for proximity of high level monsters to other high level monsters, to weight pits higher than solitary roaming monsters.
- This proximity factor would be something like (MLn / (MLi * SQRT(Xdistance_i^2, Ydistance_i^2)) for each monster n to each other monster i... needs more thought... this can become computationally intensive.
- Perhaps filter out monsters in the above for which (MLn - DL) < 0 to reduce the calculation burden.Comment
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After a mere few seconds of thought, my instant (and probably incorrect) reaction to this is: Do we care about under depth monsters at all? They don't necessarily make the level easier. What I am worried about is what OOD nasties I am going to encounter, not if there's the odd grey mold or jackal I'm going to mow down without even noticing"This has not been a recording"Comment
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I agree that early 9-2 is probably a pit full of experience and late 9-2 is treasure packed unique lurching around on otherwise empty level.
By the way, do mimics cause feelings? I swear several times I've gotten something like ?-8 on a level with literally nothing on it except potion mimic posing as augmentation or experience.Comment
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I've seen a Ring of Speed on ?-2 level floor and I just attacked it afar knowing it's a mimic, without bothering to bump into it.
I've also had a rare situation, where I absolutely could not find the big feeling -item from early dungeon. For an item that monster can pick up, one rare occurrence is that Novice Rogue picks up a ring of speed or a potion of experience and Blubbering Icky Thing then tramples over him destroying the item in processComment
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