Difference between revisions of "User talk:Phol ende wodan/Balance issues"

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(Nutrition: Oops, make heading levels consistent.)
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* I really like this idea. --jonadab
 
* I really like this idea. --jonadab
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== To-hit formula ==
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I would very much like to see this rebalanced. Maybe both idea #1 and #2 could be used by introducing a die roll, ie. you would get 1dLuck + 1dXL to-hit instead of a flat value. I also really like idea #6 in Un, cockatrice corpses are OP anyway.
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--[[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 11:35, 6 August 2017 (UTC)
  
 
== Energy regeneration ==
 
== Energy regeneration ==

Revision as of 11:35, 6 August 2017

Nutrition

With regard to this: "There should be enough food around for a player to have some leeway in backtracking a bit - returning to a stash, returning to Minetown, etc. But eventually, the player's available food should run out, and they should have to go deeper."

  • Consider whether the relative quantity of monsters generated when a level is generated, versus later as you explore, is perhaps not balanced correctly. Currently, wandering around cleared levels you encounter almost as many monsters as exploring new territory (barring things like special rooms). Monsters that often have inventory and/or leave corpses. --jonadab

Regarding this: "Idea #9: monsters besides Famine who specifically destroy food or cause hunger."

  • Consider locusts: monsters that A) will eat anything commestible and B) multiply when they do so. Bonus points if they get into containers and inventories. --jonadab

Gold

Regarding this: "Asmodeus and Baalzebub can also just camp on the downstairs until the player pays up"

  • I really like this idea. --jonadab

To-hit formula

I would very much like to see this rebalanced. Maybe both idea #1 and #2 could be used by introducing a die roll, ie. you would get 1dLuck + 1dXL to-hit instead of a flat value. I also really like idea #6 in Un, cockatrice corpses are OP anyway. --Red kangaroo (talk) 11:35, 6 August 2017 (UTC)

Energy regeneration

  • dtsund proposed, in his Class Overhaul writeup (which was intended to make roles more distinct from each other) that wisdom should be the major determining factor in energy regeneration, and should be about as difficult to exercise or increase as intelligence.

Ascension kit degeneracy

  • dnethack adds a second property to several of the dragon scale colors, which may help them to compete a little better against silver and gray. For example, yellow provides acid resistance and petrification resistance.
  • dtsund proposed, and Fourk will implement in 4.3.0.5, a system wherein dragon scale mail is not a distinct type of armor; rather, dragon scales (which are now worn in the cloak slot and provide no AC, only properties) can be enchanted onto the underlying body armor, whatever it might be, producing e.g. silver-scaled dwarven mithril, black-scaled crystal plate, or cetera. This reintroduces the pre-DSM tradeoffs between weight, AC, and spellcasting being hampered by metal.