Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Remove "hot-swapping" jewelry, standardize equip/swap times
+ It interrupts the flow of combat by putting you into menus, unless you set up macros (which isn't very friendly to new players), and even with macros the emphasis during combat should be on doing things that engage dynamically in the combat situation—casting spells, moving, attacking—rather than optimizing your equipment set up for a small time cost that, in practice, does not matter.
+ It is repetitive and boring to swap a ring or amulet when an enemy with some specific kind of attack comes into view, in contrast to doing stuff like having to retreat or reposition yourself tactically, which is dependent on terrain and involves at least some degree of analysis and tactical thinking; if we want the emphasis to be on the latter kind of thing, letting people switch in ideal resistances for the threat immediately facing them is not good design.
+ It reduces the importance and pressure of making strategic decisions in terms of what items to equip.
+ Rings that give evocable abilities are in particular broken by this; there is a time/opportunity cost to switching, but it is so low that the "optimal" use for, say, a ring of flight, is to wear something else until you need flight, at which point you swap flight on and evoke it.
Proposed Solution
I'd propose trying to take out a few birds with one stone, in fact, by streamlining several equipment-swapping mechanisms, though jewelry-swapping is definitely the big problem here.
Removing, equipping, or swapping any item takes—let's say—50 auts (or 5 "turns")* when at normal speed (i.e., not slowed/hasted). Exception: Weapons can be unwielded, wielded, or swapped in 5 auts (one half a turn) when not slowed/hasted.
This would actually address a few problems.
+ It would make swapping anything other than weapon in a combat situation a major decision—not something that you do lightly or routinely.
+ It would eliminate the—as far as I can tell—wholly pointless distinction amongst armors in that they take different lengths of time to equip/unequip. This differentiation seems to exist purely for "realism," yet in practice this just means that you have to be really careful when trying on plate mail and backtrack to a 100% cleared area, which is frustrating, and not at all an interesting or neat differentiation between heavy and light armors.
+ Finally, by making removal/equipping equivalent to swapping, you will render completely unnecessary and thus dispensable the "do you want to keep disrobing?" messages that are extremely annoying—and which occur when you painstakingly backtrack to try on that glowing plate mail, but a hobgoblin just so happened to spawn and wander into your LOS while you were in the process of switching.
+ How much time it takes to do these various actions would be streamlined, and while it "makes sense" in terms of realism that a plate armor takes a while to put on, it will in fact be much easier to observe and learn a system in which equipping/removing/swapping things take up one unit of time (5 auts for weapon) or another (50 auts for absolutely everything else).
* Obviously "50 auts" could be 60 or whatever people deem best. Numbers here could change, I just gave what I thought would be a reasonable number.
Possible changes to mitigate consequences of the above
Now, the major issue here is that there will be higher pressure to get the resistances that you need for places like the Depths and Zot (and to a lesser extent the Vaults), where lots of elemental damage is flying your way. So, if the above is implemented, I would tentatively offer one further change:
rN, rC, and rF are limited to two pips. One pip gives 50% reduction, two pips give 75% reduction. The rF++ and rC++ properties are reserved for some special unrandarts only (cannot generate on random artefacts).
This last change might be unnecessary, but I thought I would throw it out there as well. Alternatively it might just be better to try out the other changes and then tweak the damage of elemental attacks (which tend to be quite nasty in late game obviously) a little bit, if necessary.
- For this message the author and into has received thanks: 3
- all before, Arrhythmia, Sar