[Announce] FrogComposband 7.0.cloudberry released
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Not having played the game in ages, my impressions from conversation here are basically that:
* You have to follow some fairly convoluted conducts if you want to control your virtue scores.
* Virtues are almost all stick, no carrot. That is, you get penalties for having virtue scores out of line with your class, but no bonuses for adhering to them. Consequently anyone who turns virtues off is automatically stronger than a virtue-following player.
* They are as mentioned nearly entirely opaque; what affects virtues is not well-communicated to the player.
So you have a system that periodically thwacks you with a stick for making incorrect decisions, without giving you prompt or detailed enough feedback to know what you did wrong. It's certainly a very old-school approach to game design. Ultima 4 had a very similar virtue system (and is almost certainly the inspiration, directly or otherwise, for this virtue system). The main difference is that the virtue system was a core aspect of the game; you couldn't remove it without the game just not really making sense any more.Comment
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All of which is why virtues are off by default and you have to actively turn them on if you want to play with themNot having played the game in ages, my impressions from conversation here are basically that:
* You have to follow some fairly convoluted conducts if you want to control your virtue scores.
* Virtues are almost all stick, no carrot. That is, you get penalties for having virtue scores out of line with your class, but no bonuses for adhering to them. Consequently anyone who turns virtues off is automatically stronger than a virtue-following player.
* They are as mentioned nearly entirely opaque; what affects virtues is not well-communicated to the player.
So you have a system that periodically thwacks you with a stick for making incorrect decisions, without giving you prompt or detailed enough feedback to know what you did wrong.
(There is in fact a fair bit of carrot to virtues, though, it's just that people don't know where the carrot is.)The Complainer worries about the lack of activity here these days.Comment
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I was thinking that they felt similar to Ultima IV. The Virtues were what made me give up on Ultima IV, one action would hurt you a lot, and you needed many countering moves to repair it. Again it wasn't clear at first why you wanted or needed one aspect. Only by hindsight was it even clear that you basically needed to know the game's endings in advance to play properly.It's certainly a very old-school approach to game design. Ultima 4 had a very similar virtue system (and is almost certainly the inspiration, directly or otherwise, for this virtue system). The main difference is that the virtue system was a core aspect of the game; you couldn't remove it without the game just not really making sense any more.Comment
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I started thinking last night about code-diving to see what all's affected by virtues—I didn't know about the better loot quality until Mocht mentioning it prompted me to look, for instance.virtue talk
Would people on here be interested in anything I find in regards to that?Everything you need to know about my roguelike playstyle:
I took nearly two years to win with a single character in PosChengband.Comment
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I would. A Dummies Guide to Virtues could prompt me to turn them on once again.Comment
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In a helpfile on white auras Chris said that there is another effect, that some characters are luckier than others
I assume this means that at creation each character is given some kind of immutable luck modifier
I would be interested if your investigations shed light on that or on other obscure mechanicsComment
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MITZE - show us what you've found on oook and also on angband.live (some folks over there are not oook.cz regulars)My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
https://www.youtube.com/watch?v=rwAR0WOphUA
If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.
As of February 18th, 2022, my YouTube username is MidgardVirtuosoComment
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If you look in object2.c there's a bonus for VIRTUE_CHANCE. Not sure if that was what he is talking about.In a helpfile on white auras Chris said that there is another effect, that some characters are luckier than others
I assume this means that at creation each character is given some kind of immutable luck modifier
I would be interested if your investigations shed light on that or on other obscure mechanicsComment
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Luck, makes me wonder...
A few times I have chosen 'Lucky' personality and found the character to be anything but. Maybe RNG hate, maybe a hidden stat, maybe just confirmation bias.Comment
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The white aura, I'm not sure how much of a difference it makes with respect to drops, but I know the black aura makes a big differenceComment
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