Halls Hopper
Posts: 79
Joined: Monday, 28th January 2013, 15:25
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Halls Hopper
Posts: 79
Joined: Monday, 28th January 2013, 15:25
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
giann wrote:Thought about this today: why is there not an MR slot on the player screen like for other resistances ? Is it because there is more than 3 level of resistance ?
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Halls Hopper
Posts: 66
Joined: Tuesday, 10th December 2013, 09:17
dpeg wrote:nicolae: Now that you say it, we could show MR (and stealth) as bars on the % screen instead. Would help with the notorious propblem of adjective sorting.
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Halls Hopper
Posts: 79
Joined: Monday, 28th January 2013, 15:25
dpeg wrote:nicolae: Now that you say it, we could show MR (and stealth) as bars on the % screen instead. Would help with the notorious propblem of adjective sorting.
Halls Hopper
Posts: 69
Joined: Monday, 20th February 2012, 10:43
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Halls Hopper
Posts: 66
Joined: Tuesday, 10th December 2013, 09:17
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Ziggurat Zagger
Posts: 3163
Joined: Friday, 6th January 2012, 18:45
Shoals Surfer
Posts: 313
Joined: Tuesday, 12th November 2013, 05:04
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
TwilightPhoenix wrote:I feel uncanningly supportive for this idea.
Tomb Titivator
Posts: 853
Joined: Thursday, 29th August 2013, 18:39
Halls Hopper
Posts: 79
Joined: Sunday, 24th November 2013, 04:12
Sar wrote:Wouldn't that be even worse than current situation? Instead of a (rough and misleading) estimation of your current MR you would get a number that means... what exactly? What if you don't wanna to mess with code?
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Edit: that doesn't work in older versions but definitely works in trunk.
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
Sar wrote:TwilightPhoenix wrote:I feel uncanningly supportive for this idea.
Can you please represent your support with a number?
Blades Runner
Posts: 561
Joined: Friday, 18th January 2013, 01:08
Location: Medical Mechanica
Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Sar wrote:Wouldn't that be even worse than current situation? Instead of a (rough and misleading) estimation of your current MR you would get a number that means... what exactly? What if you don't wanna to mess with code?
BlackSheep wrote:without an idea of what's a high value the exact current value doesn't tell you much. A spellpower-esque bar would be more fitting and a nice improvement over the very vague descriptions we now have.
Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Spider Stomper
Posts: 208
Joined: Thursday, 12th September 2013, 15:02
Location: France
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Swamp Slogger
Posts: 131
Joined: Saturday, 2nd November 2013, 08:39
Location: Mother Russia
Tomb Titivator
Posts: 832
Joined: Wednesday, 17th April 2013, 13:28
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
Shoals Surfer
Posts: 313
Joined: Tuesday, 12th November 2013, 05:04
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
dck wrote:a ++... display for player MR sounds reasonable [...] unlike a huge spellpower-like bar
dck wrote:I do think however, the adjective display when you hit @ or in the status screen should remain and would work best alongside this new MR bar.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Spider Stomper
Posts: 195
Joined: Thursday, 14th November 2013, 18:48
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
galehar wrote:I like the idea of using a spellpower-like bar for MR. I don't see the point of giving a number instead. As it's already been said, without a scale a number is meaningless, why do people ignore that and keep pushing this? There isn't any solid argument about why displaying a number would be better than a bar.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Sprucery wrote:Well, we have AC, EV and SH as numbers. I'm probably missing something here, because I can't think why MR should be different.
Having said that, any suggested display is better than the current situation. So thanks in advance for implementing whatever gets implemented!
Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
galehar wrote:dck wrote:a ++... display for player MR sounds reasonable [...] unlike a huge spellpower-like bar
Err, I'm not sure what you're arguing about here. The power bar has 10 dots which matches the 10 adjective levels of the current system. Is it about using a plus instead of a sharp or reducing the size to 6?
Tomb Titivator
Posts: 832
Joined: Wednesday, 17th April 2013, 13:28
galehar wrote:I like the idea of using a spellpower-like bar for MR. I don't see the point of giving a number instead. As it's already been said, without a scale a number is meaningless, why do people ignore that and keep pushing this? There isn't any solid argument about why displaying a number would be better than a bar.
Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
Ziggurat Zagger
Posts: 6418
Joined: Friday, 6th July 2012, 12:48
Spider Stomper
Posts: 243
Joined: Sunday, 28th August 2011, 14:04
dck wrote:Players over 200 MR should just be immune like monsters.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Sprucery wrote:Well, we have AC, EV and SH as numbers. I'm probably missing something here, because I can't think why MR should be different.
dck wrote:Reducing it to five in fact, every dot being worth 40 MR which is the same as a MR ring.
dck wrote:I would also like the plus to be used to further differentiate it from spellpower bars (which do not work in a linear way anyway).
DracheReborn wrote:using max possible MR (302 I think someone said earlier) to scale is not good either. Most players are going to be winning games with maybe a little more half their MR bar filled, which just seems weird.
CommanderC wrote:dck wrote:Players over 200 MR should just be immune like monsters.
Actually, they already are. There aren't any monsters that cast enchantments with spellpower > 125 (78 after stepdown). Players with 178 MR are immune.
Vestibule Violator
Posts: 1653
Joined: Tuesday, 30th July 2013, 11:29
Shoals Surfer
Posts: 313
Joined: Tuesday, 12th November 2013, 05:04
Return to Game Design Discussion
Users browsing this forum: No registered users and 108 guests