Snake Sneak
Posts: 124
Joined: Monday, 14th March 2011, 11:14
Opaque skill system is severely wounded
Crawl has a philosophy of hiding unnecessary numbers so that players perform tactical and positional calculations rather than number crunching. But where it still fails is damage, evasion, AC and SH gains. It's already better because it says how much skill I need to get rid of shield attack penalty etc. I believe it can be made even better without sacrificing its design philosophy.
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What I really want to know is what's the relative benefit of training various skills. That's why playing Gnolls was so pleasant, and I think they should be listed as Simple rather than Intermediate species. So much mental overhead is gone.
Weapon skills list how much skill is needed for min delay. The skill description doesn't say how much damage and accuracy I could still get. Accuracy and damage formulas are complicated, I get that. But you could add these sentences:
Your weapon skill is currently at 14. With current stats and equipment, training it to 27 would increase your attack damage 1.7 times and accuracy 2.3 times.
On the Shields screen:
Your Shields skill is currently at 12. With current abilities and equipment, training it to 27 would increase your SH to 17.
Alternatively, if it actually maxes out sooner, it could be
Your Shields skill is currently at 12. With current abilities and equipment, you would max your SH at skill 16.
Note my proposed descriptions don't introduce extra numbers. SH is already displayed. The proposed weapon skill description says what the relative increase in damage would be, but doesn't specify exact numbers.
Armor skill screen doesn't say how much skill is needed to completely negate armor penalties, because, as it turns out, it never completely negates, even at max level. But it could say how much extra AC and EV I would get from training it to 27:
Your skill is currently at 16. With current abilities and equipment, training it to 27 would raise your AC by 6 and EV by 2.
I imagine it might be true because my current DsFi is wearing leathers and training Dodging, Shields and Stealth. But I have no way to know for sure except to go on another wiki binge and suffer another round of analysis paralysis. This kind of information is very valuable to the player - how much impact does training Armor have when wearing a plate armor versus a leather armor. I suspect Tengu +1 Armor aptitude is a trap because they start with 2 fewer slots, but I'd like to know for sure. I would like to know how much I could potentially raise my AC and EV if I suddenly started wearing chain mails.
* Exceptions:
- ghosts running wild had their charm. If the chief problem was early dungeon levels, why not just limit ghosts to transporter vaults in D:1-9 and let them roam freely in D:10+ ? That way new players and new characters don't have it extra rough but they can still provide an adrenaline rush.
- some monsters were tactically interesting when running away, for example fast regenerating ones and those with ranged attacks.