Cocytus Succeeder
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Cocytus Succeeder
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Lair Larrikin
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Tomb Titivator
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Blades Runner
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crate wrote:Crawl food, currently, attempts to regulate two completely different activities that should not be connected in this way. Because food is attempting to regulate both tactical actions (spellcasting etc.) and attempting to act as an incentive for active exploration, it automatically fails to regulate either of those things (see previous post for explanation). This situation is unfixable, except by disconnecting the two different types of "food".
Dungeon Master
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Ziggurat Zagger
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acvar wrote:There is just no need for sticks in games. You can do better.
Dungeon Master
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Bodrick wrote:New version: In addition to having no food, this now turns all random monster spawns into durable summons (0XP and no drops). Monsters will never stop spawning on floors now either.
https://www.dropbox.com/s/s8fedxqq5kv9v ... 1.zip?dl=0
I definitely prefer this version to the first one - OOD spawns were far enough apart as a MiBe that it was basically trivial to farm them and get a huge XP boost in the early game. I was XL9 with 14 M&F by the end of D3 after killing a deep troll and a couple of phantasmal warriors (OODs only start spawning in earnest from D3 onwards). There's much more of an incentive to move on in the new version.
Dungeon Master
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Lair Larrikin
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reaver wrote:Bodrick wrote:New version: In addition to having no food, this now turns all random monster spawns into durable summons (0XP and no drops). Monsters will never stop spawning on floors now either.
https://www.dropbox.com/s/s8fedxqq5kv9v ... 1.zip?dl=0
I definitely prefer this version to the first one - OOD spawns were far enough apart as a MiBe that it was basically trivial to farm them and get a huge XP boost in the early game. I was XL9 with 14 M&F by the end of D3 after killing a deep troll and a couple of phantasmal warriors (OODs only start spawning in earnest from D3 onwards). There's much more of an incentive to move on in the new version.
Can you post this as a patch?
Abyss Ambulator
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gammafunk wrote:I'm definitely against making all post-level-generation monsters spawns as durable summons. If we dislike the concept of spawning awake monsters on the level over short periods of time (i.e. pre-OOD spawns), then we should simply increase the placement of monsters on each level a bit and remove this form of monster spawning. Fighting a bunch of random summons with no summoner to target in the course of normal level progression really isn't much fun (shadow traps, but worse?)
OOD spawns without XP might work instead of permafood to create a forward-progression requirement, but as crate mentioned in his post the current OOD system is not up to this task. The per-branch monster lists are more geared around making interesting vault monsters (the 9 and 8 "out of depth monster" glyphs used in defining some vaults). To really push the player forward you'd need appropriate lists of monsters that are very serious threats and probably make them no-XP to avoid the fact that some builds can much more easily kill a given monster than others.
You might be able to make/select generic and powerful enough monsters (possibly using more or less the same set for every branch), but permafood is already pretty nice for doing this forward-progression clock. It's a simple aut-based counter that we can apply in a straightforward way to every character, assuming we have no other nutrition costs in the game. The downside is collecting food, it taking up inventory, and occasionally hitting e. You could probably keep permafood and remove the OOD timer altogether when chunks are gone.
Barkeep
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Tomb Titivator
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Cocytus Succeeder
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archaeo wrote:Gamma, the problem as I see it is that, while removing hunger costs and moving to a permafood-only system would be a big improvement over the status quo, the downsides you mention are problematic. I have a hard time seeing how it won't result in food becoming an invisible process as the food types are consolidated/goldified and automated eating is introduced, at which point there's no real reason to call it "food" and "hunger" at all.
Cocytus Succeeder
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tabstorm wrote:You could always just HD-boost the durable summons instead of using OODs and mark them as such, as an alternative to using monsters from a pre-defined OOD set that are unsuitable.
Tartarus Sorceror
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byrel wrote:Edit: I suppose I should plug my hunger replacement again: make the OoD monsters that spawn include the dangerous abyssal monsters with increasing severity and percentage as the scumming goes on. It's direct, immediately reveals itself to a scumming player, and doesn't directly kill them for scumming; it just makes it dangerous.
Barkeep
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bel wrote:Not sure what this means. Even if food consumption is automated, it is just an interface thing. You still would need to find food to survive, which will put a check on scumming.
Rast wrote:Which should the game punish you more for:
(A) spending 3000 turns per floor from D1-10
or (B) spending 1000 turns per floor from D1-9, then sitting on D:10 for 23000 turns
?
Spider Stomper
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Tartarus Sorceror
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Tomb Titivator
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Tomb Titivator
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tedric wrote:if the goal is to force the player to move on, how about you just shaft them
Ziggurat Zagger
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mps wrote:Ha, oh, I see what he did there. Now we're talking about eating "automatically." Some clarification is in order:
1. People don't like pressing buttons to eat food.
2. People don't like being told they have to eat.
3. People don't like to carry 10 kinds of food.
4. People don't like crafting food from corpses.
5. People don't like shuffling the 45th-50th worst items in their inventories around to accommodate food items.
People don't like any of these things, which they must do often hundreds of times per game, and their presence does not achieve any useful design goal. Remove food. Entirely.
Tomb Titivator
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Vestibule Violator
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mps wrote:(Even though I've never seen any evidence that waiting around in a given location to clear levels is a smart thing to do anyway.)
Spider Stomper
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Ziggurat Zagger
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acvar wrote:I have a proposal. What if every level had 1-3 timed vaults. The vaults would contain a single room with some small amount of treasure and perhpas a guard. You never know how many vaults are on the level. This would be a very effective way of getting players to not sit still without using a stick.
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Spider Stomper
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acvar wrote:I have a proposal. What if every level had 1-3 timed vaults. The vaults would contain a single room with some small amount of treasure and perhpas a guard. You never know how many vaults are on the level. This would be a very effective way of getting players to not sit still without using a stick.
Siegurt wrote:acvar wrote:I have a proposal. What if every level had 1-3 timed vaults. The vaults would contain a single room with some small amount of treasure and perhpas a guard. You never know how many vaults are on the level. This would be a very effective way of getting players to not sit still without using a stick.
1. Why would I care if there's a timed portal with a vault? (Is the vault treasure somehow special? What about characters who don't care as much about treasure(felids, characters with a full equipment set))
2. Once you've cleared said vaults (or they've timed out) why do I not want to sit still?
Blades Runner
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yesno wrote:what about a global tension system, which increases with time and decreases with exploration? it can be dramatically increased by ability activation and spell use depending on spc. spawn rate and ood spawns increase as tension increases (exp falls?)... high tension makes tough monsters likely to spawn near the player. very high levels mark the player. preserves simplicity of hunger as a single counter, provides pressure to move forward for all characters, and limits tactical practicality of spells and abilities. or does this fall into the same trap, "automatically fails to regulate either" because it wants to regulate both?
Barkeep
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Lair Larrikin
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Spider Stomper
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Siegurt wrote:acvar wrote:I have a proposal. What if every level had 1-3 timed vaults. The vaults would contain a single room with some small amount of treasure and perhpas a guard. You never know how many vaults are on the level. This would be a very effective way of getting players to not sit still without using a stick.
1. Why would I care if there's a timed portal with a vault? (Is the vault treasure somehow special? What about characters who don't care as much about treasure(felids, characters with a full equipment set))
2. Once you've cleared said vaults (or they've timed out) why do I not want to sit still?
Blades Runner
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archaeo wrote:mps, fwiw, I don't think anybody but me is really talking about "automation" right now. It's just where I think permafood-only crawl will end up, and while I love how the game's been streamlined since I started playing, it seems kind of silly to keep the "food" metaphor if it's just going to be an invisible clock. It's not a strong objection, but hey.
And yesno, I feel like that scheme does "fall into the same trap." It's superior to hunger and food, but there's no real reason for it to limit ability/spell usage, and if you remove that, you're just left with another monster spawning mechanic, more or less.
Barkeep
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yesno wrote:i remember in other threads it was suggested that magic contamination could be altered to regulate usage of powerful spells too, which also sounds like a good idea to me, especially in combination with elimination of hunger and other changes to monster spawn, xp gain, etc.
Blades Runner
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archaeo wrote:yesno wrote:i remember in other threads it was suggested that magic contamination could be altered to regulate usage of powerful spells too, which also sounds like a good idea to me, especially in combination with elimination of hunger and other changes to monster spawn, xp gain, etc.
The problem with contam as a limitation is that it's pretty coarse and that you can wait it off. It does an okay job with haste, invis, and cblink, but even then, it's often easy to just retreat and wait it off before heading back into the fray. Naturally, it also stops mattering as the game goes on, since it's not hard to chug cancellation on the rare occasion you need to cast these spells enough to get yellow contam.
That's why I proposed int drain; it requires XP to recover stats now, it impacts continued use of spells directly, and is threatening enough to merit consideration. It's also totally unnecessary, mostly because we have a tactical limitation for spellcasting already with MP and strategic limitations via skill levels. Adjusting those two things is probably an easier way to balance casting tactically and strategically.
Ziggurat Zagger
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kuniqs wrote:http://crawl.akrasiac.org/rawdata/kuniqs/morgue-kuniqs-20150818-140321.txt
Short version: get rid of chunk-eating for !Ghouls... now.
Long version: here we have a player with 12+ years of crawl experience starving to death because he valued his bread rations. If he ate one before instead of counting on corpses, he would had won.
Why on earth being better at crawl makes your life harder when it comes to food?
Lair Larrikin
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Sandman25 wrote:kuniqs wrote:http://crawl.akrasiac.org/rawdata/kuniqs/morgue-kuniqs-20150818-140321.txt
Short version: get rid of chunk-eating for !Ghouls... now.
Long version: here we have a player with 12+ years of crawl experience starving to death because he valued his bread rations. If he ate one before instead of counting on corpses, he would had won.
Why on earth being better at crawl makes your life harder when it comes to food?
I am not sure rations help that much. "Hungry" ends at 2600 satiation points, even if you are engorged (11,001 – 12,000 max), you will need to be hit just 3 times more (5200 - 1 hit, 10400 - 2 hits, 10400+ - 3 hits). Death cob has speed 25, that's potentially exactly 3 attacks, going from Engorged to Hungry in a single turn.
Edit. Assuming max satiation and every attack hits you, it's 12000 (engorged)-6000 (normal)-3000 (normal)-1500 (near starving)-750 (starving). 4 attacks to get starving from engorged, it can be 2 turns for non-hasted character.
Ziggurat Zagger
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Bodrick wrote:AF_HUNGER reduces your satiation by a quarter, not a half (I made that mistake yesterday)
Blades Runner
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Abyss Ambulator
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Barkeep
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kuniqs wrote:Get rid of Spellcasting and make your best magic skill act as Spellcasting when calculating spell hunger.
Or maybe use the average of spellschools as Spellcasting equivalent and calculate spell hunger for every spell based on your skills. Somebody with lots of earth magic can cast earth spells without hunger, but hungers when casting air, for example.
Morokiane wrote:I've skimmed through the thread, so I don't know if a cooldown system like ToME/Dungeonmans has been suggested.
Blades Runner
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Spider Stomper
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archaeo wrote:I'm not sure how these particular "cooldowns" work, but Crawl already basically has a mechanic that forces you to wait to cast more spells: MP. The more pertinent part of spell hunger, as I understand it, is that it's intended to keep the player from overusing high-level spells across multiple combats.
Blades Runner
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archaeo wrote:The more pertinent part of spell hunger, as I understand it, is that it's intended to keep the player from overusing high-level spells across multiple combats.
Ziggurat Zagger
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yesno wrote:When the limit on use of a high level spell across multiple combats is lower than the total number of times that a character could potentially cast that spell from MP, then a strategic limit across multiple combats also becomes necessarily a hard limit on tactics within a single combat. This is especially relevant when a character has a source of MP recovery like Veh. And this is sometimes relevant even under the current hunger system for characters who, for example, have bonus MP and wizardry and want to use them, who rush their spell schools and memorize high level spells early, or who miss out on valuable mid-level spells and end up relying on high level ones. MP is good at what it does, but I don't think its existence precludes other limitations...
Barkeep
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acvar wrote:Why is it "wrong" for them to spam it? Is the ability considered to strong for the investment?
P.S. This is not really adressed to you. I really want the developers to justify the current paradigm. Why do they think the more complex state of affairs is superior?
yesno wrote:When the limit on use of a high level spell across multiple combats is lower than the total number of times that a character could potentially cast that spell from MP, then a strategic limit across multiple combats also becomes necessarily a hard limit on tactics within a single combat. This is especially relevant when a character has a source of MP recovery like Veh.
MP is good at what it does, but I don't think its existence precludes other limitations...
Blades Runner
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Sandman25 wrote: Lucky melee character can fight non-stop from Lair onwards, no caster can do that.
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