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Also possible:
* Reduce drop rate (or cap) high-end chunks based on number used/in
home/inventory. This is somewhat consistent with chunks potency as
artifact-level
Original comment by jmidd...@gmail.com
on 14 Feb 2011 at 6:04
This is better than my rough draft. I don't like the world-state affecting drop
rate as I think it would shatter disbelief (gameplay over realism, yes, but
this is taking it too far - and there's gotta be a better way), but I really
like the rest of it.
(If world-state already affects drop ratee for artifacts as the amendment seems
to perhaps suggest, then it must be subtle. Or maybe I'm just dense.)
Decreasing raw power for high power is probably safer than reducing it for
powerful chunks - awesome chunks should still feel awesome IMO (though they
should feel awesome in a new context of reduced overall awesomeness).
Here's a further suggestion to make infusion necessary for really powerful
forging: boost the (apparently) already existing tendency for forges to be
themed, that is, for boots to get speed, shields to get rElements, etc. I think
this could also help weaken the "craft again until I fill the hole" tactic.
While not enough in itself, it could reduce the "pressure" on decreasing the
drop rates of powerful chunks.
Bostock
Original comment by erikpi...@gmail.com
on 14 Feb 2011 at 6:40
[deleted comment]
These are my thoughts regarding this...
I'm not opposed to the idea of reducing the power somewhat, however I think we
need to look at the power and 'usefulness' in comparison to what else is
available; many characters on the ladder, even with high forging skill, end up
wearing standard artifacts in many slots rather than forged items.
Essentially what I am saying is that while it is very *powerful* in the
endgame, it is at its most *useful* in the midgame where you are unlikely to
have found any good artifacts and getting a hard-to-find resistance or a nice
stat bonus from a forged item makes all the difference.
Rebalancing the drop-rates of high and low level chunks sounds like a good
idea, but I'm not sure I like the idea of a hard cap on number dropped; for one
thing that would have an equal effect on weapon forging, and maybe if we were
forced to choose between armor and weapon forging, armor would normally win.
I think it that overall, it would make sense if the total number of powers
forged was lower, but that the chances of successfully getting the powers you
want through infusion was greater; it would also help if the spread of essences
was more even. At present there are some that seem to be hardly ever found, and
never in enough quantities to have a reasonable chance to infuse a power that
uses them - in particular, Blessing, Protection and Knowledge. (Maybe Potions
of Essences could be used as a substitute for the essences themselves, to make
them more useful for characters without throwing.)
NotMorgoth
Sorry, deleted the post by mistake...
Original comment by pla...@googlemail.com
on 14 Feb 2011 at 7:34
Looking back at the proposal above, I see no mention of an up in essence drop
rate, which I still think is necessary even with the other proposed
improvements to Infusion's effect on forging. Allowing infusion-skilled
characters to derive essences from potions of essences would be cool and
helpful, I agree with NotMorgoth on that, but I don't think it should be the
sole source of the increase. Above all, there need to be more essences earlier
on, when potions of essences are still rare. Armor Forging is pushing it
already as it is with its uselessness before about D:20; Infusion is IMO way
beyond the line in how it currently is useless until -- again IMO of course --
about D:40!
One caveat with potions of essences as an essence source. I won't fish for the
exact wordings, but hopefully you'll get the idea:
You call upon the spirits. Foo.
You call upon the spirits. Bar.
You call upon the spirits. You hear cackling.
You detect some traps!
Do you want to disarm this trap? y
You find here 6 potions of essences (Acid).
You call upon the spirits...
Original comment by erikpi...@gmail.com
on 14 Feb 2011 at 7:41
Hmm, didn't think of that - I don't think I've ever found anything by disarming
traps - could be a good reason to try playing a character with the disarming
skill now the chances of this have increased.
Original comment by pla...@googlemail.com
on 14 Feb 2011 at 8:16
Potions of essences can also be used in traps or dropped and exploded via cold
balls. Not all items need to be useful to all characters.
I can look into increasing the essence drop rate, at least regarding the really
uncommon types.
Original comment by jmidd...@gmail.com
on 14 Feb 2011 at 8:49
Essence rarity can be discussed here:
http://code.google.com/p/skills-angband/issues/detail?id=164
Original comment by jmidd...@gmail.com
on 14 Feb 2011 at 8:53
Actually, now that I'm starting to warm back up to trap-setting (back up from
absolute zero), I think I'm going to try abusing this trick for traps hideously
enough to convince Camlost to close up the loophole. :-)
Original comment by erikpi...@gmail.com
on 14 Feb 2011 at 9:54
Switching to 1.0.2
Original comment by jmidd...@gmail.com
on 12 Mar 2011 at 7:10
fixed in r284
Original comment by jmidd...@gmail.com
on 12 Mar 2011 at 7:47
Original issue reported on code.google.com by
jmidd...@gmail.com
on 14 Feb 2011 at 6:00