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Post by Variaz on Jan 30, 2010 11:46:45 GMT -5
The Crafting skills and Enchanters haven't really been nerfed. It's the other things around them that have improved, and now, I'll admit that they need a bit of work.
Intelligence vs Wisdom... save for Intelligent Fighting(which isn't very good and is on the "will replace" list), none of their abilities uses intelligence. Enchanter's Mana adds mana, but isn't affected by intelligence. So the change would be mostly for the flavor of the class. I can see many reasons why wisdom would be appropriate for enchanting, but I think intelligence makes sense, especially if you want your character to have been born in Karingen or something. I guess both stats could be of use, or perhaps even take away this stats from the requirements since it's not used. Intelligence or Wisdom could then be used.
It is indeed based on the materials.
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Post by Gando on Jan 30, 2010 15:41:27 GMT -5
It would be nice if materials made more sense in the crafting scheme of things. As it is there seems to be a huge leap between certain ones that don't follow a mathematical progression. I realize it is a hard thing to balance correctly, but maybe there needs to be a few more materials between the others.
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Post by Gando on Jan 31, 2010 13:32:23 GMT -5
See the thing is...Mithril Platemail is depth 40...Mithril Plate Armor is depth 70..almost twice the depth (requiring 18 points of transfer for half the amount of Adamantine's bonuses.) This seems intensely unfair. The jump is way too high for armor that is just NOT that good. I'd really like to see a smoother material/crafted items algorithm. I recognize this is work and I am not saying it must be done, but it really is a wrinkle in the system. Somewhat halting progress after a certain point. I could understand it better if the material mithril cost less skill to work with (ie: not 210 the same as adamantine.)
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Post by Gando on Feb 1, 2010 16:23:00 GMT -5
How is it that players can not telelport on special levels but normal monsters (like blinkweeds) can? It seems like the no teleport thing would be caused by a blanket field cutting off access to whatever it is that allows such movement.
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Post by Gando on Feb 1, 2010 22:35:26 GMT -5
I have to say I am not impressed with the "improvement" to Thievery. I don't know why but for some reason the items I am getting are just as junky as they were before. I think it might be good if I could pour all my ability points into it but that would still be cost ineffective. It is both faster and easier to just kill things and take the few nonjunk items that drop than to steal tons of junk to find the one thing worth over 1k gold in a shop. Lockpicking does not seem improved at all and Neither does Stealthy Fighting. Deadly Stalker works pretty well, giving paralysis often enough. The major downer though is paralysis doesn't stop monsters from moving away from you then hitting you when you chase after them. It does seem to USUALLY stop their counter attack but that isn't guaranteed either as several white sharks can attest..having bitten large chunks out of my pure rogue.
SO maybe what this class is, is just a way station on to something else? I have yet to notice a marked difference in monster behavior with high stealth vs no stealth at all. There is some tiny difference in that every 10th time they see you they opt to go away instead of every 20th time but that isn't very helpful when almost all points are in the skill. If stealthy fighting was actually good then this wouldn't be a problem. Hide also STILL does not appear to do anything useful. (You can hide and be hit in the same turn out of the blue. It never prevents a monster from seeing you but it does take away an action from something else like running, fighting or casting.)
On the bright side Shadow Blink works admirably randomly. Sometimes you bounce around abit in a lit room before hitting an unlit area but that is to be expected with randomness.
Swashbuckling works great btw. Just one point is enough to help fend off a good number of attacks by normal monsters. Elites and bosses are another matter but that is as expected.
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Post by Gando on Feb 1, 2010 22:54:35 GMT -5
Correction about Stealth. It does seem to shut off SOME monsters autotelepathy so that if you are out of their line of sight you can move about and they won't chase you. On the other hand this is very limited and you can't count on it working. Many monsters do NOT lose their telepathy no matter how high your stealth gets.
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Post by random on Feb 2, 2010 14:06:32 GMT -5
As far as Thievery goes, perhaps it would be sufficient to re-implement stealing from stores (with whatever fixes necessary to deal with the problems that caused the option to be removed in the first place, of course) in order to make it worthwhile even without changing it any further than Variaz has already done for this version?
Also, re: teleport. I always figured that when monsters had special abilities in games, it was because they were in their own territory and were able to do things outsiders couldn't.
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Post by Gando on Feb 2, 2010 14:14:05 GMT -5
As far as Thievery goes, perhaps it would be sufficient to re-implement stealing from stores (with whatever fixes necessary to deal with the problems that caused the option to be removed in the first place, of course) in order to make it worthwhile even without changing it any further than Variaz has already done for this version? Also, re: teleport. I always figured that when monsters had special abilities in games, it was because they were in their own territory and were able to do things outsiders couldn't. Telepathy in Angband is implemented so that ALL monsters have it and they rush you as soon as you enter their area. No justification existed for this except that it made the game harder. This is a holder from that.
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Post by Gando on Feb 2, 2010 15:55:42 GMT -5
"The major downer though is paralysis doesn't stop monsters from moving away from you then hitting you when you chase after them. It does seem to USUALLY stop their counter attack but that isn't guaranteed either as several white sharks can attest..having bitten large chunks out of my pure rogue. "
Actually I stand corrected. Paralysis doesn't prevent attacks either. I just paralyzed a mermaid sorceress 4x in combat and then she took a swing at me with her staff, so I guess its just useless.
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Post by Variaz on Feb 2, 2010 16:53:58 GMT -5
"The major downer though is paralysis doesn't stop monsters from moving away from you then hitting you when you chase after them. It does seem to USUALLY stop their counter attack but that isn't guaranteed either as several white sharks can attest..having bitten large chunks out of my pure rogue. " Actually I stand corrected. Paralysis doesn't prevent attacks either. I just paralyzed a mermaid sorceress 4x in combat and then she took a swing at me with her staff, so I guess its just useless. How much speed did you have? Remember that if the monster is faster than you, a single turn for you may be 2-3 turns for that monster. The Mermaid Sorceress is a very fast enemy, so it's probably a speed issue. You took one hit of a staff. Without paralysis, you would have taken more.
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Post by Gando on Feb 2, 2010 18:01:07 GMT -5
I paralyzed her AT LEAST 4x that round. And while I believe she was faster than me 4x faster seems unrealistic since my speed was positive. I think it just doesn't work on all monsters.
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Post by random on Feb 2, 2010 23:27:10 GMT -5
As far as Thievery goes, perhaps it would be sufficient to re-implement stealing from stores (with whatever fixes necessary to deal with the problems that caused the option to be removed in the first place, of course) in order to make it worthwhile even without changing it any further than Variaz has already done for this version? Also, re: teleport. I always figured that when monsters had special abilities in games, it was because they were in their own territory and were able to do things outsiders couldn't. Telepathy in Angband is implemented so that ALL monsters have it and they rush you as soon as you enter their area. No justification existed for this except that it made the game harder. This is a holder from that. Well, I wasn't talking about that, but I do agree monster telepathy is a real issue. Not an easy one to deal with because it's embedded in the game and, I assume, the AI system. I have seen a couple Angband variants where monsters are given different levels of awareness (ToME, for instance) and react accordingly. So a hound or a dragon would almost always sniff out a player (due to superior senses, one assumes,) while certain sedentary monsters like plant-based creatures would ignore you until you went up and smacked them with your weapon. I'm not sure about the mechanics but I imagine something similar could be implemented here. The major alternative -- turning on stupid monsters -- is a workable solution but not a good one for anybody who prefers to keep it challenging.
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Post by Gando on Feb 3, 2010 0:38:31 GMT -5
I give up on the rogue. Past the first 20 levels it is just not a manageable class. Combining it with other classes just weakens those classes and adds no value.
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Post by Gando on Feb 4, 2010 0:51:19 GMT -5
I really really want to be able to dismiss the annoying and useless townsfolk that get in my way.
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Post by Gando on Feb 4, 2010 1:00:57 GMT -5
I wonder if it would be possible to mark all summoned monsters as summoned somewhere in their description.
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