From: Darshan S. <sci...@gm...> - 2007-01-02 12:17:26
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On 1/2/07, Piper Erik <Eri...@zo...> wrote: > From: Linley Henzell [mailto:l_h...@ya...] Heyy, nice! :-) > - One thing I meant to do but didn't get around to before I stopped > working on Crawl was to add a whole lot more branches and make most or > all of them non-guaranteed (except for Zot, the temple and the other > planes). That was part of the original plan, which failed mostly because > the atrocious branch code made adding new ones a real pain. I like the random lottery idea, too. There's stubs for things like the Pit that could be cool. You can never have too many Pit Fiends in life. With Haran's branch cleanup this is actually reasonably doable these days, but it's like they say - the engine is easy, the content is hard. > - I don't understand the 'this weapon is better for the strong/dextrous' > thing. It suggests that by becoming stronger or more agile you might > actually get worse at using particular weapons. I haven't checked this > in the code, but it doesn't seem to make a lot of sense. Should be addressed by the combat cleanup thingummybob. > - I notice that the map display doesn't preserve the colour of stairs > when there is something on top of them. I added this feature because it > was annoying to lose track of stairs because an item or monster > overwrote them on the map. I'm actually surprised by this because I thought it was visible. Anybody seeing this problem? The 0.1.7 defaults should colour the stairs regardless of what's on top. > - Is Summon Horrible Things permanent? I can't remember whether I left > it this way, but it shouldn't be. Among other things this devalues the > main advantage of necromancy versus summoning, which is permanency. Yeah! I agree completely. We should also weaken the effect of monster-cast abjuration, which makes life miserable for summoners *unless* they use horrible things. > - Tomb of Doroklohe doesn't really belong; it's an instant panic button > escape route that is infallible (other than miscasting) in most > circumstances, and I tried to avoid panic buttons. I think I added it in > one of my last versions, and I probably would have removed it or toned > it down later. If there's some way of making it last just a couple of > turns, or limiting it in some other way, that might be best. Thoughts on this? I've considered adopting Jarmo's crumbling-walls idea for the Tomb. > - I remember years ago reading a post in r.g.r.dev from someone > complaining about the defects in the Crawl skill system, particularly > the 'victory dance', and suggesting an improvement: instead of xp going > into a pool and being allocated as the character does things, the game > would distribute xp among skills as soon as you got it. It would keep > track of which skills the character had exercised in the last several > hundred moves, and allocate xp proportionally. > > I really liked this idea. It's intuitive, it simplifies the interface by > removing that stupid pool thing that I could never get working right, it > removes the illogical victory dance, and it puts points into the skills > which were used to get them. It would take plenty of careful balancing > to get right, though. And the problem is, it'll just lead to stair-abuse and war-dancing before the kill instead of victory-dancing after the kill. Until Crawl has the AI to figure out when the player's seriously using the skill as opposed to victory-dancing, this can't really be done well. Cheers, Darshan |