2011/6/27 Adam Borowski <kilob...@angband.pl>

> On Mon, Jun 27, 2011 at 04:56:02PM +0200, Raphael Langella wrote:
> > First, we won't get rid of victory dancing in 0.9.
>
> That's a major bummer.  This is the part of 0.9 I hoped for the best.
> However, if we follow Elliptic's advice and start the tourney on Aug 13
> instead of Aug 1, the branching could be shifted by that amount.  Would
> that
> be enough?
>
Maybe. I'll try.


>    * Fix translocations abuse.
>
> It turns out some people use controlled blink to jump from one target to
> another, positioning themselves to wipe most of low-hp opposition and do
> damage to as many harder targets.  You can even use controlled teleport for
> that!  This is what needs nerfing badly.  Theme-wise, how exactly would a
> new vortex of winds spawn around you if you put energy spinning up one on
> the other end of the level?
>
> Proposed nerf: reduce remaining duration by 10 aut for every unit of
> (Euclidean) distance translocated.  In all real cases this aborts the
> spell.
> This adds implementation issues with blinking from above water / to above
> water.
>

or maybe you restart a new vortex from the beginning (radius 1).


>    * Fix the two other high-end air spells.
>
> CBL and Chain Lightning are better fit for that casting difficulty niche.
>

Chain lightning seems to be fine. If anyone wants to boost CBL, go ahead.



> * corrupted maps
>
> I'm afraid this is a severe but neglected bug.  I fixed database builds
> just
> before 0.8 but didn't do maps as a fix would be more intrusive.  Would be
> good to get this done.
>

What's this bug?


> * new Abyss
>
> Let's see what bmh says.
>

He's trying to finish it in time. He could use some help if anyone can spare
the time.


> * webtiles
>
> Uh oh.  A huge, intrusive feature.  We don't have a choice though, and it
> _has_ to be integrated or players will flay us alive.
>

Yes, we need to merge it. edlothiol said the branch is ready to be merged.


> * tile maintenance in general
>
> I'm afraid that with no tile developers alive, no one bothered with even
> easy bug fixes and improvements.  Since most of the userbase (by numbers)
> use tiles, I'm afraid this needs a look over.
>

We miss you jpeg!


> Not for 0.9.
>
> * lightning bounces
>
> I think we should leave the physics as-is (since it works well in other
> cases and is realistic!), but artificially limit beams to affect the same
> square at most twice.  Playing an AE is currently too spoily, and massive
> unexpected damage from elf casters and storm dragons forces players to be
> both spoiled and on guard for such quirks.
>

setting up tri and quad zap is fun, but you have a point. It's very
spoilery. Also, if we limit to bizap, it will be much simpler to show
bounces in targeting mode. Shock and lightning bolt might need a little
damage boost to compensate.


> * wand of polymorph other
>
> There's a suggestion to disable it in hands of monsters, like they don't
> use
> random effects, digging or enslavement.  A random gnoll or Ijyb giving you
> six bad mutations just makes people quit.  Neqoxecs being able to do the
> same is ok since at that time the player is supposed to have means to deal
> with the downfall somehow.
>

There's already a special case to make monsters zap it 5 times less often
than normal wands. Getting 6 bad mutations from a poly other wand means
you've been napping next to the monster. The poly other wand might be a bit
more common than it used to be in the early game. I made wand of draining a
high tier wand with a fall back on poly other. but I'm not sure if it's
really significant. We can also fall back on either confusion or slowing. Or
reduce even more the frequency with which it is zapped.
I don't think completely disabling monster use is a good idea. Getting an
early bad mutation can be frustrating, but it can also be interesting
(adapt).


> * rune display improvements
>
> Mostly, I have a lack of good ideas.  I pondered improving the '%' screen,
> but if one already knows to look there, the data is already present.  Not
> sure what else to do, but avoiding confusing players would be nice.
>

How about putting them in known items (\).
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