MantisBT - Zaiband | |||||
| View Issue Details | |||||
| ID | Project | Category | View Status | Date Submitted | Last Update |
| 0000006 | Zaiband | [All Projects] Backend/Core | public | 2011-01-09 23:37 | 2011-01-10 09:50 |
| Reporter | zaimoni | ||||
| Assigned To | |||||
| Priority | normal | Severity | major | Reproducibility | N/A |
| Status | new | Resolution | open | ||
| Platform | OS | OS Version | |||
| Product Version | |||||
| Target Version | Vaporware | Fixed in Version | |||
| Summary | 0000006: Do not send ineffective monsters where the player is | ||||
| Description | Cf. RGRD flamewar "Combat Realism vs. Playability" at http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/2263b2828a6a5567/b88e480ef29246ea [^] . While I don't mind effective armor in Zaiband (and thus the hp system is fine as-is), throwing known-ineffective monsters at the player is not particularly reasonable. This has two parts: * accurate melee and ranged power rating (with feedback from the kill counts; breeders and group-generated monsters will need different rating heuristics) * Actually using that power rating to determine whether the monster would even be sent into a DL. This does not apply to initial level generation, only monsters spawned afterwards (reverse-Word of Recalled?). | ||||
| Steps To Reproduce | |||||
| Additional Information | |||||
| Tags | No tags attached. | ||||
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| Issue History | |||||
| Date Modified | Username | Field | Change | ||
| 2011-01-09 23:37 | zaimoni | New Issue | |||
| 2011-01-10 09:50 | zaimoni | Target Version | => Vaporware | ||
| There are no notes attached to this issue. |