Wednesday, 13th July 2016, 15:14 by Siegurt
There is at least one of these tavern threads around already, i actually wrote a patch that removes it in response at one point, just to let people try it out.
The point of energy randomization is, as was said, to remove the determinism so as to resolve combats one way or the other, rather than leaving them perpetually in a state of limbo. Presently, if you are in danger and try to flee, you will escape (and be able to rest) or die.
Without energy randomization you are able to count on a set movement pattern that will keep you alive and kiting until you regain full hit points and can try the fight again, which is a really boring, tedious form of "always escape".
Therefore, to make it not tedious and force combats to be possible to die to, the obvious counter is to make "normal speed" critters a bit faster than the player, which would be worse for the sort of death you had, at least in terms of the chances of dying to it.
Ultimately "remove energy randomization" looks like "always die when energy randomization gives you a 50/50 chance of escaping now"
Another consideration is that in such a system, you could say with some certainty, that a given combat was unwinnable, and of course all normal melee combats would be inescapable without consumables, so lacking those (which is common in the early game) the only logical thing to do would be to quit, there would never be a thrilling lucky or risky escape, those sorts of things make crawl more entertaining, if everything is predictable, then it might be a technically better design, but it might also be less engaging.
This high quality signature has been hidden for your protection. To unlock it's secret, send 3 easy payments of $9.99 to me, by way of your nearest theta band or ley line. Complete your transmission by midnight tonight for a special free gift!
- For this message the author Siegurt has received thanks: 4
- dpeg, Dracunos, jwoodward48ss, Rast