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Re: MR
Incidentally, another reason I'd like for the bar to remain rather small is to keep a sense of proportion with the other resistance bars.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
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skyspire wrote:The reason why many of us prefer numbers is because AC / EV / SH are all numbers, and none of us would like to see that converted to a bar.
But I hope you can understand why we like numbers.
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Would you also like to see your exact XP instead of percentage progression to the next level?
I do, and at this point, I have no hope that you understand why I don't. If you really like spreadsheet games, try tome4.
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skyspire wrote:The fact is that modern RPG games that have good graphics, also display detailed stats, not hiding them. Even WoW (which obviously has better graphics and sound than DCSS) has more statistical detail when it comes to equipment.
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skyspire wrote:Would you also like to see your exact XP instead of percentage progression to the next level?
No. Why would I want that?
The fact is that modern RPG games that have good graphics, also display detailed stats, not hiding them.
Even WoW (which obviously has better graphics and sound than DCSS) has more statistical detail when it comes to equipment.
For millions of people around the world, not just me, stats are important. Especially for a game like DCSS when your equipment choices can be life or death.
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without a scale a number is meaningless
They (AC/EV) work completely differently, so that might be a reason
If you really like spreadsheet games, try tome4.
You've been arguing that MR should be numerical because AC/EV are numerical. Yet, this reasoning doesn't apply to XP. Because it's flawed.
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dck wrote:Indeed, armour MR ego gives 30 MR (almost another pip in a five dots display) iirc, which would work well with XL bonuses to add up for another + when you put on a MR item that isn't a randart or MR ring. And randarts give 35+ at bare minimum, so putting on a MR item and not seeing any improvement wouldn't be very common and when it would happen it'd be because you were barely over the threshold of the last dot.
Making it mimic the adjectives system can work, but even cutting out the unnecessarily high ones you have an eight dots display, that to me seems a bit much.
What I particularly like about a five dots display is that it conveys well how resistant you are; with three pluses you are at what currently is extremely resistant and in fact do a lot of hexes very often, with four you are 10 MR over what currently is extraordinarily and resist basically anything in any realistic scenario, then the last one just full immunity.
What I also like is that every plus in that display is a big improvement, with noticeable effects on how often hostile enchantments affect you.
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skyspire wrote:we developed RPG games
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Sar wrote:skyspire wrote:we developed RPG games
Games where you play as a player playing an rpg game?
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pubby wrote:MR intrinsically has a scale because it's a unit. There are references to exact MR values all over the learndb and badwiki which are clearly not meaningless. Even if a bar does get added, people are still going to describe MR in terms of these values.
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pubby wrote:Can you explain?
Anyway, this whole discussion is just one big subjective bikeshed.
Cedor wrote:Working on it (comments waited) :
- adding MR to the resist collum
- 5 consecutives dots (no space)
- one plus represent 40MR (full MR starting 200)
- no colouring
Should I do the same for stealth?
Related thought, if we consider MR as a five level resist, should we do the same in monster descriptions (reduce to 5 adjectives (6 with immune?)?
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galehar wrote:You've been arguing that MR should be numerical because AC/EV are numerical. Yet, this reasoning doesn't apply to XP. Because it's flawed.
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dpeg wrote:Zammy: But you want is not "Your precise MR value is 35" but rather "The Ogre Mage's banishment has a 35% chance to succeed." The latter information is definitely valuable, the former not at all without further knowledge. (Of course, I am against either number, but the percentage at least makes sense.)
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galehar wrote:You've been arguing that MR should be numerical because AC/EV are numerical. Yet, this reasoning doesn't apply to XP. Because it's flawed.
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Quazifuji wrote:The difference us that MR is a defensive stat, while XP is something completely unrelated. [...]
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cbkazl wrote:If Magic Resistance is going on the resistances page, I would propose that it gets renamed to Hex Resistance as it's current name implies that it provides resistance to all spells.
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galehar wrote:cbkazl wrote:If Magic Resistance is going on the resistances page, I would propose that it gets renamed to Hex Resistance as it's current name implies that it provides resistance to all spells.
Magic resistance is already on the resistances screen. It says you are xxx resistant to hostile enchantments. Indeed, the label we put in front of the bar can be discussed. In Cedor's patch, he just put MR, I think it's fine. The ring is called "protection from magic" and its description says that it protects against hostile enchantments. I don't think many players will think that MR means protection against all magic including a bolt of fire in the face.
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Quazifuji wrote: Maybe rename it to "enchantment resistance"?
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If Magic Resistance is going on the resistances page, I would propose that it gets renamed to Hex Resistance as it's current name implies that it provides resistance to all spells.
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Teleport Other is not a Hex, Mesmerize is not a Hex.
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