Tuesday, 14th April 2015, 09:50 by tedric
First of all, Lasty: Thanks for your work on this! And to whoever may have helped get it up on CBRO!
My impression so far is that from a user interface/experience perspective, not having to pick up ammo -- or watch autoexplore stumble back and forth doing it for me -- that part is great. From a tactical perspective, however, I think this is a problematic change.
For most situations, having abundant ranged ammo that always mulches works essentially the same as ranged does in trunk: I shoot at enemies I want to soften up or try to kill from a distance, and either swap to melee or run from those that get too close. I'm rarely in danger of running out of ammo in a particular fight, nor overall once I get a decent stack and am over the early-game hump. But there are also a bunch of situations where I'm doing things I wouldn't have before, because they are now 100% advantageous and have no downside:
- As others mentioned above, I'm almost always willing to shoot at enemies in locations where I wouldn't be able to retrieve ammo (across water/lava);
- I'm more willing to shoot at enemies in locations where it would be dangerous for me to retrieve ammo (near an Oklob/statue/sleeping unique or other dangerous foo that I don't want to get in LOS of);
- I'm MUCH more willing to spam curare at anything curare-worthy until I score a hit (instead of retreating after 1 or 2 misses so I'll still have a few needles on me if I meet another tough foo before I can retrieve the ones I just shot);
- Etc.
Encouraging these tactics simplifies the game for the player -- both in a good way (by improving the UI/UX) and in a bad way (by taking away the few situations where the current ammo system actually makes the player think about ammo use). The examples illustrate that you can't just make a simple equivalency between the total expected shots w/ reusable sometimes-mulching ammo and the total number of always-mulching ammo available to the player, and expect the gameplay to remain basically the same. It's most noticeable in the case of the most precious ammo -- curare needles -- since now the first stack of curare I find is likely to be >100 needles instead of <10, which means that in any individual fight I have functionally infinite curare (until I'm down to my last 5 or so needles, at least; but I get to enjoy a big advantage for a lot of fights before then).
Some of this could be fixed by fine-tuning the ammo drop rates, but in a game that's driven by randomization I think it would be nearly impossible to get that balance to a place where it will feel "just right" for every character, every time. So the game would have to err on the side of providing more ammo, and that means we're still left with the same fundamental problem that plagues the current ammo system after the early game: lack of scarcity. I have thoughts about how to tackle that, but I'll dump them in the thread about alternative ammo reforms.
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)
- For this message the author tedric has received thanks: 2
- dpeg, Lasty