On Tue, 7 Jun 2011, Adam Borowski wrote: > On Mon, Jun 06, 2011 at 08:39:38PM +0200, David Ploog wrote:
>> > Trog >> > ==== > >> > * gifts: currently Trog gives a mixture of regular items, randarts and >> > unrands. His randarts are greatly better than those Okawaru gives. >> > Let's give only ordinary gear, all branded with antimagic. Weapon >> > blessing was considered, but it'd make him too much like TSO, Kiku and >> > Lugonu. We can make him grant you weapons based on your skills and piety: >> > * an antimagic hand axe at Axes 5, *** piety >> > * an antimagic war axe at Axes 10, ***** piety >> > * an antimagic broad axe at Axes 15, ****** piety >> >> I am not so fond on fixating on a weapon type. > > Sorry for being unclear: if you'd have Staves 5, you'd get a basic weapon of > that type instead. If you switch types, you can even get _both_ a shiny > hand axe and a spanking new quarterstaff. Of course, lowest tier weapons > are kind of useless. Okay, fine then. So weapon gifts are weighted by weapon skills and are always antimagic? >> > Okawaru >> > ======= > >> Please let me mention my gift idea for Okawaru: instead of just slapping >> down items, you have to _earn_ them (this will fit with the tiers nicely). >> Okawaru drops items and you are free to use them, but they're temporary. >> At high tension (and/or with sufficient piety cost?), Okawaru may >> permanentify a worn/wielded gift. > > I'm afraid this would lead to stashing pockets of hard enemies, so when you > get something you'd want to keep you'd run to that stashed enemy to > permanentify your loot. Yes, I was aware of that. See below for a specific proposal. >> In addition would Okawaru be able to improve bad items (including >> randarts) in its AC value. This would also require wearing them for some >> time. This way you can try to turn that -7 CPM of rElec rF into something >> better. > > This means, over time you'll have a set of most ŭberest of artefacts, which > is not a good thing. Currently, holding on to Okawaru means you get more > rolls so you can get something better than what you have now, but that's > more and more unlikely. > > Imagine a random variable with a normal distribution, where a roll higher > than the current value replaces it: taking max of all rolls. Taking more > rolls means you'll get improvements but that takes large numbers of tries. > There's a small chance you'll get an improvement soon. Scumming long > rapidly decreases in further expectations. > > If instead you have a chance to get even a minimal boost to your value, > you're guaranteed to have a high value after mindlessly rolling over and > over. Ie, you can scum your gear as high as you want to. Here you are underestimating me :) The chance for improvment of a randart would highly depend on the enchantment, of course: it is noticeably quick for very negative numbers, becomes much slower around 0 and seemingly grinds to a halt at +4 or so (so that getting +4 -> +5 feels like an actual god gift). The idea is not to turn randarts into über items but to promote the use of enchantment-wise shabby randarts because you can choose to wear one (for an extended period) and it'll become decent (as opposed to über). I am trying to get this point across because I really dislike the concept of dropping items at the player's feet in large numbers. As I see it, just scrapping weapon/armour gifts would be an improvement over status quo. However, I know how unpopular that is and I think a good mechanic can be invented, so here's the proposal: a) Oki gifts: dropping a temporary item, making a temporary item permanent, improve a worn item. b) They only occur after you killed something noticeable (use tiers). c) Improve worn armour/weapon: never for items which have another god in the name; never for items given by Oki himself; chances depend highly on enchantment (making it reasonable to get the item from negative to about 0; going from 0 to +4 could take a full game). d) Dropping items: only after high-tier kills. This should be rarer than now; no lousy/mundane items at all. e) Temporary items: they come with an internal timer. If unused by the player, they disappear really soon. (Items disappear only at zero tension and this is announced a la "The Shield of Foo vibrates and becomes a little translucent.") If used, killing high tier enemies has a chance to make them permanent. (If we want, we can have Okawaru ask the player to "Kill the hydra!", ie. set out a prize -- asking the player to spend effort/resources in hope for a god gift.) I don't think that keeping pockets of enemies will work so well: first, you're losing piety by travelling; secondly, you're using up the item's timer! (If we want, we can make extended periods of non-action deplete the timer faster.) >> > Sifumet >> > ======= >> > >> > There's little difference between Sif Muna and Vehumet. Both have mostly >> > the same portfolio and similar abilities. Let's merge them. The new god >> > would be named "Sif Muna" since she actually has a theme. Vehumet -- "god >> > of destruction and mayhem" -- come on, really? >> >> I have never seen this proposal, but I support it. There have been ideas >> for Vehumet in the past, but as usual, if we feel we need a dedicated >> ranged-combat-god (which is what I had in mind for Vehumet), we can add it >> any time we want. I always disliked the Vehumet background consisting of >> "support two spell schools", so off with his head! > > All arguments in favour of Vehumet I've heard are "you must keep him, he's > powerful". Yes, that should always make us alert. >> > * [passive] reduced cost of high level spells >> >> All okay, although I am bit unsure about reduced cost of high level >> spells. > > This is mostly to promote them for the "god of knowledge". > > Merely pushing more towards higher regen gives no incentive to use high > spells rather than lots of easy ones. This is of course an aim you might > not want to take. What do you mean by "reduce cost"? Just the MP cost? That'd be yet an indirect boost to MP gain, so would be better off done directly. >> > One of: >> > * [passive] some miscast protection or wizardry >> > * [invocation] "Channel Magic": greatly improved mana regen, halved cost of >> > all spells, wizardry bonus. Ie, "Sif's Hand". >> >> Problem with an invocation is that Sif does not require training >> Invocations so far. I like the idea of miscast protection better than >> wizardry, that way different schools keep different threat levels >> (regarding their miscast effects). > > She currently does have one, but it indeed might be simpler to get rid of > it. Ah, the channeling. I don't like it :) Cheers, David ------------------------------------------------------------------------------ EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss