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Gaming > Angband > Re: ![FA, other...
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Re: ![FA, others?] ID and pseudo-ID

by Eddie Grove <eddiegrove@[EMAIL PROTECTED] > Apr 2, 2008 at 05:48 PM

Nick <nckmccnnll@[EMAIL PROTECTED]
> writes:

> On Apr 1, 4:43 am, Eddie Grove <eddiegr...@[EMAIL PROTECTED]
> wrote:
> 
> > What's the point?  Just be sure that you are not going to do a lot of
work on
> > something trying to jazz up a broken game mechanic.
> >
> > Why even have pseudo in the first place?  The first step is to answer
that
> > fully.  Only when you have those arguments specified does it make
sense to
> > worry about implementation.
> 
> I'm thinking of it as mainly an early game phenomenon, with ID
> becoming plentiful
> later (Rods of Perception will become less rare, plus whatever else it
> takes).  So
> it's intended to give low level characters a bit of a clue as to what
> might be worth
> using.

I don't see the point, but I'll try to restrain myself.  I did my best to
pose
leading questions rather than say what I want you to do, but it's hard. :)

> > I'm in favor of mixed objects, such as a ring that reduces fire damage
but
> > also increases cold damage.  How would such a ring fit into your
scheme?
> 
> I'm aiming to have these, so I need to answer that question.  The
> types of
> magical pseudo need work - currently I'm thinking of categories like
> cursed,
> perilous, enchanted, interesting, but I'm not sure how they will all
> fit together.

One simple approach is multiple orthogonal types of pseudo.  So one type
measures how good something is, and another measures how bad something is,
and
they are separate.  You do not combine them.  You re****t them separately. 
You
could further differentiate offense from defense.  The challenge is to
keep it
simple, easily and compactly expressed, and still useful.

There is also the fantasy trope of the fighter who goes into a weapon
shop,
and picks out 2 or 3 weapons to try.  That implies you can make a good
approximation from a distance.  I would love for this to turn out to be
the
model, but it is probably much too much to ask.  In conjunction with no
selling and a good squelch implementation, this allows dungeon humanoids
to
drop the kinds of things humanoids ought to be carrying without generating
so
many items to id that the game becomes unplayable.


I'll be very interested to see what you decide is the best overall system.


Eddie
 




 8 Posts in Topic:
![FA, others?] ID and pseudo-ID
Nick <nckmccnnll@[EMAI  2008-03-31 06:59:38 
Re: ![FA, others?] ID and pseudo-ID
Phil Carmody <thefatph  2008-03-31 14:26:24 
Re: ![FA, others?] ID and pseudo-ID
Eddie Grove <eddiegrov  2008-03-31 11:43:03 
Re: ![FA, others?] ID and pseudo-ID
Nick <nckmccnnll@[EMAI  2008-04-02 16:33:37 
Re: ![FA, others?] ID and pseudo-ID
Eddie Grove <eddiegrov  2008-04-02 17:48:09 
Re: ![FA, others?] ID and pseudo-ID
Nick <nckmccnnll@[EMAI  2008-04-03 01:26:31 
Re: ![FA, others?] ID and pseudo-ID
Andrew Sidwell <takkar  2008-05-15 18:33:50 
Re: ![FA, others?] ID and pseudo-ID
Nick <nckmccnnll@[EMAI  2008-05-15 15:58:16 

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tan12V112 Sat Jul 26 10:34:58 CDT 2008.