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ID Category Severity Reproducibility Date Submitted Last Update
0004186 [DCSS] Implementables minor N/A 2011-06-28 02:04 2011-09-03 23:25
Reporter dpeg View Status public  
Assigned To dpeg
Priority normal Resolution done  
Status resolved   Product Branch 0.10 ancient branch
Summary 0004186: Dangerous monster warning
Description From galehar's https://crawl.develz.org/tavern/viewtopic.php?f=8&t=1828 [^]

To help new players to evaluate the dangerousness of a monster without having to rely on spoilers, I suggest we add a line to its description:

"It seems trivial/easy/tough/nasty."

We can use Ash's detect monster tier for that. It evaluates the relative toughness of a monster by using the tension formula. We can also print a warning in the message area for tough and nasty monsters.

New option: warn_dangerous_monsters defaults to true and put a message in the message area for tough and nasty. If on:

Message area:
"An orc knight comes into view. It looks extremely dangerous. It is wielding a glaive."

Note: Using native depth to warn about OOD monsters as it has been suggested already isn't good. If you're taking a nap on D:1 at XL27 and trigger an OOD, it might very well be an easy monster for you. On the other hand, if you're diving, most monsters will be tough for you even if they are at their native depth. And lastly, the most dangerous monsters, uniques have a fixed depth range at which they spawn, so they can't be OOD.

  
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(0014254)
galehar (administrator)
2011-08-19 11:49

I've started looking into it and it's trickier than I thought. The current algorithm for ash tiers uses experience value and this is based on monster, not monster_info. And it can leak some info.
For example if 2 identical monsters have rolled different hp and the higher one get pushed to the higher tier, then the player will see one more dangerous than the other for no apparent reason.
Same can happen with random spell selection. Or spell set for ghosts and random pan lords.
Not sure how to handle this.
(0014258)
rriegs (reporter)
2011-08-20 07:13

While this does leak more information than the game presently offers up, is it really so terrible to clue unspoiled players into the fact that monsters that otherwise appear identical can actually vary in difficulty?

The ability to distinguish difficulty levels in like monsters can be exploited in grind-oriented games---it's an essential strategy in FFXI, for instance. In DCSS, however, the only exploit I see is being able to decide at a glance which orc priests/wizards, etc., are safe to fight and which are best avoided for the time being. This can be rationalized, however: "That one looks unsure of itself; that one is crackling with magical energy." Plus, the discrete cutoff between difficulty categories is most often just exaggerating razor-thin differences in actual monster difficulty.
(0014301)
galehar (administrator)
2011-08-24 10:35

It's in. I've taken care of not leaking info about fake Rakshasas and Maras, and when misled. Minor variance regarding rolled HP or spells is probably too minor to worry about. We'll see.

Still need to make it more visible on the interface. What can be done:

warn_dangerous_monsters option like in the OP
colour monsters' name in the monster list
something similar for tiles (I've been thinking of changing the monster panel to make it similar to the console monster list).
(0014503)
dpeg (administrator)
2011-09-03 23:25

galehar: It seems to work well enough for me to resolve. There will be tweaks, but I don't think this item is the place for feedback. Shout if you wanted to keep this open!

- Issue History
Date Modified Username Field Change
2011-06-28 02:04 dpeg New Issue
2011-08-19 11:49 galehar Note Added: 0014254
2011-08-20 07:13 rriegs Note Added: 0014258
2011-08-24 10:35 galehar Note Added: 0014301
2011-09-03 23:25 dpeg Note Added: 0014503
2011-09-03 23:25 dpeg Status new => resolved
2011-09-03 23:25 dpeg Fixed in Branch => 0.10 development branch
2011-09-03 23:25 dpeg Resolution open => done
2011-09-03 23:25 dpeg Assigned To => dpeg


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