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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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Galefury wrote:Note that free attacks while moving would be brutal on monsters: if you retreat from an adjacent longblade wielding normal speed or fast monster, it will hit you every time you move away from it. This is interesting, but might be even more important to know than if a monster has reaching. Might be problematic in console.
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galehar wrote:Galefury wrote:Note that free attacks while moving would be brutal on monsters: if you retreat from an adjacent longblade wielding normal speed or fast monster, it will hit you every time you move away from it.
haha good point. I'm afraid it's a deal breaker.
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dpeg wrote:iriswaters wrote:dpeg wrote:Re random stun: it is easy to come up with effects (and perhaps also with flavourful and fun effects). But with random stun make you assess a tactical situation differently? Stabbing, reaching, cleaving do -- but these are reliable. I would not risk a lot for a potentially stunned monsters. Note that stealthily approaching a monster is risky, but the reward is a one turn kill.
Well, there are a limited number of things that can both do this -and- be fully 'passive' abilities, which is apparently a mandate. It feels to me that this need not be the case, and in fact to get complete use of reaching it is advisable to often e(v)oke it. So I don't see any reason why other effects cannot be e(v)ocable as well, except that it would get in the way of possible evocable egos(are there any other than reach, and that only on whips now?). So a possible evocable stun/stagger effect on MF could be cool. Like: attack has an extra round delay but stuns opponent, or likely stuns opponent, or staggers undead/mindless(for much shorter). This would encourage tactical decisions, especially as multi-rnd action halve EV and SH(IIRC, if not this could). And play into how I currently see MF: which is that, weirdly, they are currently the more defensive option... they more commonly seem to spawn prot egos, especially early, and are some of the best 1H weapons available. And stun/stagger is actually a largely defensive option, since it gives you a couple rnds free and clear, or the ability to book it... but at the cost of that very defensiveness for a round and the cost of a turn of attacking. Wouldn't reduce one's tendency to hallfight, but does everything have to?
The fact that reaching uses an ability does not make it the role model for weapon moves. Herie is why I am against using abilities for melee attack:
1. It is clumsy. Melee combat is the simplest form of killing dudes, as far as the interface goes. I surely don't want a slightly more elaborate combat system at the expense of an annoying interface. Reaching evoke already falls under annoying, in my opinion.
2. Melee combat effects should not be spells in disguise. Suppose you gave that "evokable stun/stagger effect" to maces -- unless you introduce costs (food, timers etc.), it would be advisable to use it all the time. So you introduce the costs. The system gets more complicated and more spell-like.
3. Note that *buffs* like berserk, might etc. do not apply to a single attack, but to a duration. They are also balanced by drawback (berserk), finite amount (consumables) or piety (god powers). As I see it, complexity for melee combat should come from an interesting interaction between the easy and passive approach to weapons (only need to bump into neighbours) and buffs, wands, spells etc.
Regarding your last question: if an idea makes combat "cooler" but not more interesting, then I wouldn't want it. Stuff like that should be purely cosmetic, like the blood splattering around. Gameplay changes should actually improve the situation.
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Choko5 wrote:2. I think giving another option to weapon wielders can make their decisions more interesting. Melee fighting in crawl is too plain for now. DgFi without magic would be awful. MiBe can't solve problems with their weapons only. They need evocations, ranged attacks and Summoning(Brothers in Arms) to have any tactical choices. In melee fight, what they do with their weapon is not different from trolls clawing - they deal damage per turn. It's not cool nor interesting.
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crate wrote:Well yes, but if you change melee combat I would like to continue not having to press buttons other than hjklyubn or tab to attack. So I don't want to press v a whole lot.
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Choko5 wrote:crate wrote:Well yes, but if you change melee combat I would like to continue not having to press buttons other than hjklyubn or tab to attack. So I don't want to press v a whole lot.
Have you tried ctrl-direction attacking? you can hold the ctrl key while meleeing for several turns. Likewise, holding the alt key won't be as cumbersome as you might be imagining.
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galehar wrote:Choko5 wrote:crate wrote:Well yes, but if you change melee combat I would like to continue not having to press buttons other than hjklyubn or tab to attack. So I don't want to press v a whole lot.
Have you tried ctrl-direction attacking? you can hold the ctrl key while meleeing for several turns. Likewise, holding the alt key won't be as cumbersome as you might be imagining.
It's not supported by all terminals. Nor by webtiles I think. So many players have to press * then dir.
Anyway, we've made it clear that we don't want active effects, and dpeg has explained why. I invite you to read his post again.
I wish people would stop suggesting them.
dpeg wrote:The fact that reaching uses an ability does not make it the role model for weapon moves. Herie is why I am against using abilities for melee attack:
1. It is clumsy. Melee combat is the simplest form of killing dudes, as far as the interface goes. I surely don't want a slightly more elaborate combat system at the expense of an annoying interface. Reaching evoke already falls under annoying, in my opinion.
2. Melee combat effects should not be spells in disguise. Suppose you gave that "evokable stun/stagger effect" to maces -- unless you introduce costs (food, timers etc.), it would be advisable to use it all the time. So you introduce the costs. The system gets more complicated and more spell-like.
3. Note that *buffs* like berserk, might etc. do not apply to a single attack, but to a duration. They are also balanced by drawback (berserk), finite amount (consumables) or piety (god powers). As I see it, complexity for melee combat should come from an interesting interaction between the easy and passive approach to weapons (only need to bump into neighbours) and buffs, wands, spells etc.
Regarding your last question: if an idea makes combat "cooler" but not more interesting, then I wouldn't want it. Stuff like that should be purely cosmetic, like the blood splattering around. Gameplay changes should actually improve the situation.
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jejorda2 wrote:ctrl-dir already attacks empty squares, attacks non-hostile monsters, and disarms traps. Is there room to overload it more?
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Choko5 wrote:@crate
I think you got me wrong. I mean it's possible to allow holding v while attacking, making it work similar to the ctrl-dir command.
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palin wrote:Choko5 wrote:@crate
I think you got me wrong. I mean it's possible to allow holding v while attacking, making it work similar to the ctrl-dir command.
I'm no expert but I vaguely remember that standard keyboards (not gaming ones) are limited in the number of simultaneous keys they detect, and that the ones which are guaranteed to work are modifiers like CTRL, SHIFT, ALT and SUPER (windows or command), so probably your proposal isn't an option. Expecially on webtiles.
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jejorda2 wrote:ctrl-dir already attacks empty squares, attacks non-hostile monsters, and disarms traps. Is there room to overload it more?
Choko5 wrote:I checked, ctrl-direction attacking works in webtiles. If alt-direction is not a viable option, I think v-direction attack can do the same thing. Holding v while attacking. I don't think it's impossible to implement it.
Choko5 wrote:2. I think giving another option to weapon wielders can make their decisions more interesting. Melee fighting in crawl is too plain for now. DgFi without magic would be awful. MiBe can't solve problems with their weapons only. They need evocations, ranged attacks and Summoning(Brothers in Arms) to have any tactical choices.
Choko5 wrote:Pressing any combination of two keys simultaneously is always guaranteed to have no problem in standard keyboards.
Also, implementing it in webtiles can't be impossible. Many real-time web-based games demand simultaneous key input. Many games use wasd for directioning, zxcv combinations for many other things.
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galehar wrote:Choko5 wrote:I checked, ctrl-direction attacking works in webtiles. If alt-direction is not a viable option, I think v-direction attack can do the same thing. Holding v while attacking. I don't think it's impossible to implement it.
Maybe webtiles has the issue with some browser, or maybe it was fixed, but as I said, some terminal already don't properly support ctrl+dir and those people have to use * then dir. Alt+dir or any other combination will likely don't work on many system/terminals.
galehar wrote:Choko5 wrote:2. I think giving another option to weapon wielders can make their decisions more interesting. Melee fighting in crawl is too plain for now. DgFi without magic would be awful. MiBe can't solve problems with their weapons only. They need evocations, ranged attacks and Summoning(Brothers in Arms) to have any tactical choices.
Weapon wielders? Everybody wields a weapon... And they have other options: spells, god abilities and evocables being the main ones. No seriously, we don't want active effects for weapons.
galehar wrote:Choko5 wrote:Pressing any combination of two keys simultaneously is always guaranteed to have no problem in standard keyboards.
Also, implementing it in webtiles can't be impossible. Many real-time web-based games demand simultaneous key input. Many games use wasd for directioning, zxcv combinations for many other things.
What about ssh?
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Choko5 wrote:I think there were no proper argument on this, just plain "NO"s. While not being convinced at all, it makes me feel a bit frustrated.
dpeg wrote:complexity for melee combat should come from an interesting interaction between the easy and passive approach to weapons (only need to bump into neighbours) and buffs, wands, spells etc.
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Choko5 wrote:Troll monk or Transmuters are not likely so. I understand there are many other options available, but why not a new one from an wielded weapon? I tried to find the reason you have in mind, but was not able to. What is so problematic about active effects with some drawback? It's not advisable to use it all the time, It doesn't make the system much complicated. On the other hand, it can be a valuable option in tactical view. I think there were no proper argument on this, just plain "NO"s. While not being convinced at all, it makes me feel a bit frustrated.
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Abominae wrote:In order for an activated effect to not be used in place of an actual melee swing, it has to have a drawback.
In order to have a drawback, the activated effect has to be powerful enough to warrant one.
If the drawback has no lasting effect, why wouldn't you use it every opportunity you've been given? If an activated ability is better than swinging your weapon, you're going to use that activated ability at every given opportunity. If it is worse than your normal weapon stroke, why would you ever use it in the first place? If the drawback does have a lasting effect, this ability will not see nearly as much play or be nearly as defining as a passive weapon ability would be.
Abominae wrote:In the best case scenario, you have a weapon skill with an activated ability that it useful in a large amount of scenarios. Now, instead of being able to auto-fight all day and have my passives kick in on each strike, I would use my activated ability in every scenario where it would be more useful than swinging my weapon. What is exciting about this? Yes, it changes the dynamic of melee combat from Tab Tab Tab Tab to A->F Tab Tab Tab A->F Tab Tab Tab, but I wouldn't argue that's a good thing.
When implementing an activated ability like this, there are more facets to balance than a passive one. You have to take into consideration balancing the drawback, the actual effect and how it stands up compared to a normal melee swing. This is all on top of balancing melee weapons and their abilities in comparison to each other.
Abominae wrote:When balancing just a passive effect, we're looking at less variables and an effect that is a constant one. It doesn't create a choice between swing and ability, it combines the two. In this way, I feel that passive abilities would have noticeably smoother and more enjoyable game play than an additional activated ability. Out of the three main forms of damaging enemies (Melee, RC/Conj, Summ) melee plays the smoothest and simplest. I'm pretty sure I'm not the only one who really enjoys the melee system in Crawl for this aspect.
You can also definitely make the argument that an always active passive will define a weapon class much more than situational activated abilities because it will affect 90%+ of your actions. If the ability is too situational, it will be rare that your weapon choice really defines your character. If the ability is too general, you might as well tone it down into a passive effect because it will be used at every given opportunity anyway.
All in all, its both easier to balance and smoother for current game play to implement passive effects over active effects.
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Choko5 wrote:However, if the points I made in this post are not accepted, I'll stop talking about it. Thank you for reading.
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Abominae wrote:In order for an activated effect to not be used in place of an actual melee swing, it has to have a drawback.
In order to have a drawback, the activated effect has to be powerful enough to warrant one.
If the drawback has no lasting effect, why wouldn't you use it every opportunity you've been given? If an activated ability is better than swinging your weapon, you're going to use that activated ability at every given opportunity. If it is worse than your normal weapon stroke, why would you ever use it in the first place? If the drawback does have a lasting effect, this ability will not see nearly as much play or be nearly as defining as a passive weapon ability would be.
Choko5 wrote:It shouldn't be like that. The weapon effect should be 'different' from the plain swing. We can't decide which one is more powerful between Conjure Flame and Mephitic Cloud. They are different. They're effective in different situations. They're good spells that make the game more interesting. I think active weapon effect should be like this, having utility function.
Weapon effect simply dealing more damage is not a proper option, it must enable interesting decision making.
Abominae wrote:You can also definitely make the argument that an always active passive will define a weapon class much more than situational activated abilities because it will affect 90%+ of your actions. If the ability is too situational, it will be rare that your weapon choice really defines your character. If the ability is too general, you might as well tone it down into a passive effect because it will be used at every given opportunity anyway.
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Pereza0 wrote:Since this would make swords good at handling crowds
And axes.... IDK
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