From: <jp...@mi...> - 2009-03-21 14:01:18
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Quoting David Ploog <pl...@mi...>: > On Fri, 20 Mar 2009 jp...@mi... wrote: >> The result of this is that with high piety (toy) you are much more >> likely to get nice effects, and with low piety (plaything) non-nice >> ones. > > Opposed to: always nice effects (toy), always bad effects (plaything). > Right? Yes. >> One thing that is a bit annoying when playing the new Xom is that you >> often get those "Your new title is: Toy" messages, which are sort of >> necessary if the intent is for Xom's mood to be gamed > > This was zooko's intent but that's precisely a point where I want to > depart from his model. Gods in general shouldn't be gamey, and Xom least > so of all. With the current model, checking toy/plaything is much less > important, isn't it? I'd think so, but of course it's not completely unimportant, which is why I haven't removed them yet. Alternatively, we could simply mute those messages. >> ...but I think the player should be able to just play without having to >> check your current status all the time - with sometimes good stuff >> happening, and sometimes bad, as is the way of Xom. Thus, I'd like to > get rid of those announcements. What do y'all think? > > Sure, away with them! I liked the old special thingies ("You are a teddy > bear of Xom.") -- we could keep whims like that for extreme piety (say > ranges 0..20 and 181..200). I forgot about the teddy bear. Hasn't that one been gone for ages, back when Xom used the normal piety scheme? The names are currently: return (you.piety > 180) ? "A beloved toy of Xom." : (you.piety > 160) ? "A favourite toy of Xom." : (you.piety > 140) ? "A very special toy of Xom." : (you.piety > 120) ? "A special toy of Xom." : (you.piety > 100) ? "A toy of Xom." : (you.piety > 80) ? "A plaything of Xom." : (you.piety > 60) ? "A special plaything of Xom." : (you.piety > 40) ? "A very special plaything of Xom." : (you.piety > 20) ? "A favourite plaything of Xom." : "A beloved plaything of Xom."; However, the difference between toy and plaything (i.e. one being good, the other bad) is not at all obvious, so I'd be in favour of reintroducing the teddy bear as a replacement for the highest toy title. >> Basically, at the moment only the absence of tension (which translates >> to high-level hostile monsters being around, or not around in this >> case) controls what effects are *not* picked, including summons and >> battle enchantments for nice effects, and the player being confused as >> a bad effect. > > This is a good start. But I am very sure that certain effects should only > occur with non-zero tension: berserk, might etc. That's what I meant with "battle enchantments" above. Also, tension currently plays no role when it comes to gifts. Johanna ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. |