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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 |
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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 | | |
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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?). |
Tags | No tags attached. |
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