On Mon, 14 Mar 2011, Raphael Langella wrote:

> I'm working on 2 and 6, and will do 3 and 7 after. Can do 8 too, seems easy.

Wow, thank you!

> Any idea for reskill piety cost?

It could be something outrageously high like 20 or 30.

> What about scrying, should we also boost its cost?

Yes. Scrying is useful and the only regular piety expense, and piety 
seems to be cheap.

> Might wait for 2, 6 and 8 to be implemented before doing 4.

I don't think the xp boost is good at this time. Adam added it when the 
god was half-baked to give immediate appeal (which was good -- Ash got a 
lot of play because of this), but now that the god is converging the xp 
boost should go: passive (provisional) skill boost and active reskilling 
allow players to clearly see what they get and operate gameplay-wise on 
the same level: you get more out of your xp than someone else would have.
(By the way, Adam also prompted me to step back from my older proposal of 
cursed item boosts, which was just an EV bonus in disguise as he noted. 
Thanks for that! And in hindsight, the long discussions about 
reskilling/skill boosts now have turned into something, thanks too!)

> 8 is an interesting early game buff, especially since Ash takes a little
> time to start. And it's still useful later one. Having skill 6 with no XP
> investment certainly opens up some options. I believe it would be simpler to
> ignore the skill boost for hp/mp calculation. It's already the case for
> heroism.

Good idea, fine with me.

David


> 2011/3/14 David Ploog <dpl...@mi.fu-berlin.de>

>> I have been thinking about Ashenzari some more... but I need someone
>> willing to code. Here is the uncontroversial stuff:
>>
>> 1. Make passive mapping better (can depend on piety and even Inv).
>> 2. Identify egos of monsters (weapons and armour).
>>    [Optional bonus: tell players about monster's wands.]
>> 3. Slower piety gain as suggest by Raphael on the wiki page:
>>    (piety gain is too fast and you spend it rarely)
>>    Add a new bounding level: fully bounded (all slots cursed).
>>    Divide piety gains by 2:
>>     1 bound:  x1 (no bonus)
>>     2 bounds: x2
>>     3 bounds: x3
>>     Fully bounded: x4 -- see below (*).
>> 4. Remove xp gain.
>> 5. Sensed monsters (not just Ash, also antenna) should stop travel?
>>    At least for high tier monsters...
>> 6. Detect carried brand/wand passive ability with a chance of
>>    (bounding_level / max_bounding level).
>> 7. Raphael: Boost the reskilling penalty from 10 to 20%.
>>    Perhaps also increase piety cost noticeably.
>>
>> (*) This makes it interesting to curse all items (in contrast to now).
>> However, I believe there should also be some clearly visible effect of
>> running around as cursed as possible ("You are an avatar of Ashenzari."
>> -- this means foregoing uncursed items). Here is what I came up with:
>>
>> 8. If nonoe of your worn/wielded items are uncursed (**), then all your
>> present skills (at least 1) are boosted to the piety level (maximal 6).
>>
>> (**) This is different to Raphael's full bondage, which means that all
>> slots are full, and contain a cursed item.
>>
>> Example: You are a human wearing nothing but a cursed robe and two cursed
>> rings and have *** piety; you have Stealth 1, Spellcasting 2 and Air 4.
>> Then you are singly bound (in jewellery), and both your Stealth and
>> Spellcasting are treated as if they were 3; Air is unchanged at 4. You
>> will still train Spellcasting normally to 3, and Stealth to 2.
>> If you now wear an uncursed amulet, then the boundedness is unchanged, but
>> you lose the skill boost, so that Stealth and Spellcasting are back to
>> their levels of 1 and 2, respectively.
>>
>> Analysis: I came to the realisation that a binary effect might be best
>> (you get something if everything is cursed, rather than providing a
>> gradient -- the latter we already do for piety purposes). I believe that
>> this will create more interesting choices. Again, this plays on the theme
>> of Ashenzari being about tactical rigidity and strategical flexibility.
>> You have to weigh whether (a) you really want to boost the lowish skills
>> and (b) if so, you're better off with not using some mundane item (some
>> mundane helmet, for example) or with cursing it. This is also about
>> flexibility in the sense that unlocking a magical skill (e.g. getting
>> Necromancy 1) will allow you do pull off more (at high piety) than you'd
>> do otherwise -- but then again, Necromancy 6 won't get you _that_ far
>> either.
>> I have devised the ability so that you can make use of it very early (in
>> principle, you could run around naked), which is when having slight boosts
>> to skills will be most noticeable.
>> There is a slight drawback in that wearing one more item can change your
>> maxhp and maxmp (because Spellcasting and Fighting can go down). On the
>> other hand, it is good that the effects can be seen at a glance (if not on
>> mp/hp, then always on the m screen).
>> This idea is inspired by a suggestion of Eronarn about replacing
>> reskilling by a skill boost. For reasons I care to elaborate but won't do
>> now as this email already goes on forever I think it is better to (a)
>> apply the skill boost to low skills only and (b) across the board (so no
>> choice).
>>
>> Anyone care to help with 1.-7.?
>> I have played a lot of Ashenzarites and the god is good enough for 0.8.
>> My 8 isn't a shot from the hip, I've been thinking about the issue for a
>> while. I believe it will finish the god for now.
>>
>> David
>>
>>
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