Dungeon Dilettante
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Joined: Wednesday, 21st November 2018, 10:06
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Dilettante
Posts: 2
Joined: Wednesday, 21st November 2018, 10:06
Lair Larrikin
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Joined: Wednesday, 31st October 2018, 15:02
Vaults Vanquisher
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Joined: Thursday, 1st November 2018, 02:33
Dungeon Dilettante
Posts: 2
Joined: Wednesday, 21st November 2018, 10:06
tealizard wrote:Well, there's already a way to get information about the player character, accessible via the % command. If it were the intention to give the player the information you're talking about, it would be on that screen.
tealizard wrote:Player ghosts are not the same as the player character by a long shot. Providing the information the player ghost would when targeted by xv when targetting the player character with xv would be very bad indeed.
Abyss Ambulator
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Joined: Tuesday, 4th January 2011, 15:03
Vaults Vanquisher
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Joined: Thursday, 1st November 2018, 02:33
JumpingArm wrote:Shift+5 doesn't tell you anything about your damage in fact you can't even "?/T" how 'claws 3' translates into damage. It's difficult to decide when to stop investing into fighting or strength because you have no idea how they affect your damage.
Abyss Ambulator
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Joined: Tuesday, 4th January 2011, 15:03
Ziggurat Zagger
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Vaults Vanquisher
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Joined: Thursday, 1st November 2018, 02:33
sanka wrote:I did not mean that it is hard to compute the numbers. I meant that maybe average effective damage against a particular enemy , for example, is not the number you would like to display. That is, I think the problem is not the calculation of numbers but the communication to the player.
I mean that there are many factors, and they are not simply added together, therefore it is not simple to display a few numbers and expect the players to obtain correct intuition.
Maybe I am wrong though, and you could display something like Attack speed: 0,7, Avg attack damage: 15 (reduced by AC) + 5 (reduced by fire resistance). Or something like this for every type of ego, etc.
Ziggurat Zagger
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Joined: Friday, 8th May 2015, 17:51
tealizard wrote:There are other games with very similar combat damage mechanics that provide clean, readable digests of such data. I have no idea what currently active developers think about this issue or whether it's even on the radar, but my impression in the past has been that there was opposition to providing this data in principle and that controversy over how to do it was not the central issue.
Swamp Slogger
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Joined: Saturday, 10th January 2015, 22:27
tealizard wrote:There are other games with very similar combat damage mechanics that provide clean, readable digests of such data. I have no idea what currently active developers think about this issue or whether it's even on the radar, but my impression in the past has been that there was opposition to providing this data in principle and that controversy over how to do it was not the central issue.
Vaults Vanquisher
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Dungeon Master
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