Immunities

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  • whartung
    Adept
    • May 2020
    • 101

    #16
    Originally posted by invisibletroll
    There shouldn't be any immunities. Being safe won't motivate to play well.
    It's just a false hope, always has been.

    Safety is never guaranteed.

    Raise your hand if you've died do to a teleport failure (yourself or TO), the ultimate "get out of jail free" card.

    Imagine having fire immunity, walking up to a fire monster, and fall through a trap door.

    So, nothing wrong with immunities -- there's always something else that can kill you here.

    Comment

    • tangar
      Veteran
      • Mar 2015
      • 1004

      #17
      in multiplayer variants I've suggested this idea (considering vulnerabilities):
      Vulnerability to certain element: resistance makes you neutral (100% damage VS 30% without vuln) double resist to be resistant (so you will receive 30% of damage VS 10% without vuln) immunity to ge...


      now it works:
      - resistance makes you neutral (100% damage VS 30% without vuln)
      - double resist to be resistant (so you will receive 30% of damage VS 10% without vuln)
      - immunity to get immune (0% of damage - the same as without vuln)

      batter to change to:
      - resistance makes you better protected (you receive 60% damage VS 30% without vuln)
      - double resist to be resistant (so you will receive 30% damage VS 10% without vuln)
      - immunity to get almost immune (10% of damage vs 0% without vuln)

      I suppose it could be relevant in V too.
      https://tangaria.com - Angband multiplayer variant
      tangaria.com/variants - Angband variants table
      tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
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      Comment

      • Monkey Face
        Adept
        • Feb 2009
        • 244

        #18
        To my mind, the main advantage of immunity is the protection against item destruction. When you're playing a pure caster it's nice not to have to lug around extra copies of the town books when you have fire immunity (although that is less of an issue now that it is only 2 or 3 different books rather than 4).

        Comment

        • invisibletroll
          Apprentice
          • Jul 2020
          • 50

          #19
          Originally posted by whartung
          It's just a false hope, always has been.

          Safety is never guaranteed.

          Raise your hand if you've died do to a teleport failure (yourself or TO), the ultimate "get out of jail free" card.

          Imagine having fire immunity, walking up to a fire monster, and fall through a trap door.

          So, nothing wrong with immunities -- there's always something else that can kill you here.
          These are about balances in game mechanics. We disagree about them.

          Comment

          • mrfy
            Swordsman
            • Jul 2015
            • 328

            #20
            Originally posted by Monkey Face
            To my mind, the main advantage of immunity is the protection against item destruction. When you're playing a pure caster it's nice not to have to lug around extra copies of the town books when you have fire immunity (although that is less of an issue now that it is only 2 or 3 different books rather than 4).
            I totally agree. Along with cold immunity preventing potions from shattering, electricity preventing rods, wands and staves from electrocuting, and acid from damaging equipment. We need to keep the immunities in vanilla.

            Comment

            • archolewa
              Swordsman
              • Feb 2019
              • 400

              #21
              Originally posted by invisibletroll
              There shouldn't be any immunities. Being safe won't motivate to play well.
              If you dont like immunities, play with standarts. Immunities are much rarer then. I often dont see any immunities at all, and very rarey more than one, and even more rarely on an item powerful enough to be worth using for long. With standarts, immunities are an exciting treat, but are almost never game changers.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #22
                @archolewa--
                Largely true, though Thorin, Nenya, Narya, and the various midlevel weapons are fairly common. Using two at once is quite rare, though, and a number of them are useful primarily as a swap item.

                Comment

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