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#21 |
Knight
Join Date: Jan 2009
Posts: 910
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Some more comments on the episode...
Andrew said that the skill system encourages specialisation. I'm not sure if this is true. The experience cost of getting to x points in a skill goes up as the triangular numbers, so you definitely get more skill points overall by spreading them out (the nth point costs n * 100). This does encourage at least some generalism. Similarly the costs for special abilities. The nth ability in a given skill tree costs n * 500. While many other in game things encourage specialisation, these experience costs do provide a pull in the opposite direction. I think you both mentioned enjoying having monsters come through the stairs. I'm not sure if you noticed, but in Sil this is the only way wandering monsters work. There is no teleporting in out of sight, it is always walking around the dungeon while unwary of your presence and occasionally leaving the level too. If you get a stealthy character to wait in the corner of a fairly central staircase room, you can hold down the rest key and watch for a while. You mentioned wanting more feedback on stealth and wanting perfect stealth in certain situations. I think the feedback is probably a good idea and you have a pretty good way of implementing it. As Scatha mentioned we had a system of feedback during testing and removed it because no-one looked at it, however it was probably less useful than your system. I think you are underestimating the difficulty of achieving perfect stealth in Sil. You mentioned needing about 20 points more than the opponent's perception since you roll opposed 1d10s. However, the maths actually works out at needing 9 points more (e.g. if you roll a 1 and they roll a 10, they have only gained 9 points on you, and this extreme gain only happens 1 in 100 times). If you go crazy on stealth you can achieve this. It is your choice whether to do that or whether to be a bit more flexible. I'd advise trying stealth characters with little or no melee, but enough other skills to get some very useful abilities. Notably Sprinting is very useful in general and amazing for stealth characters who need to get away when caught. Also Keen Senses lets you see monsters from a square further away which is essential for avoiding them in the dark, such as in corridors. Because monsters move around in Sil, even if you have perfect stealth, they can find you by bumping into you and you can't always avoid this (e.g. groups coming at you with erratic movement). The difference between 'perfect' stealth in constrained situations and stealth with a small random component is thus fairly moot as there is randomness in monster placement and monster AI. The stealth game in Sil is about periods of undetectability and tension, with occasional moments of terror and escape (use those consumables if needed, try putting the monsters back to sleep, use Sprinting to make some ground, use Vanish to let them become unwary again more quickly). This might not be the ideal stealth game for you, but it works and is very popular. It also comes naturally out of the skill system where everything (well everything except smithing) takes the form of opposed rolls. Adding a more 'gamey' and deterministic stealth system to Sil would feel out of place with its other mechanics. |
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#22 | |||
Scout
Join Date: Jan 2013
Posts: 25
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I did try some pure Stealth characters, but they ended up impotent when eventually being discovered by scouts or in corridors, and early on there are no escape options or consumables to use. Quote:
But a simple safety marker would do wonders for improving this for me - something to give a simple overview of the number system without swamping the player with stats. I wonder if something similar could be done with combat... |
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#23 |
Swordsman
Join Date: Jan 2012
Posts: 414
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Also, even a modest investment in stealth can be useful in preventing half the dungeon hearing you and descending on your position. This is a natural consequence of the mechanic, but perhaps the manual should draw attention to it as if every monster you see notices you it may seem your stealth is doing nothing. We want this effect, but it would be harder to achieve with a boardgame like mechanic.
Aside to half: I did have some thoughts about changing the smithing system to use opposed rolls! I can't imagine us doing this anytime soon, but we can chat about it sometime. |
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#24 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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However... iirc the perception of a monster is not exposed to the player unless you have lore master (or if it is in your monster history?) and therefore this is not something you would necessarily know without consulting the edit files and hence cannot be used. Similarly there are frequently monsters in the dark, so how do you deal with that without giving away too much to the player? Personally I think the stealth mechanic works very well.
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#25 | |
Scout
Join Date: Jan 2013
Posts: 25
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#26 | |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 706
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#27 | |
Swordsman
Join Date: Jun 2012
Posts: 267
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I wrote some advice for pacifist character here if you are interested: http://angband.oook.cz/ladder-show.php?id=13746 The early part is the most frustrating for pacifists, but if you start with 7 in stealth nothing should really notice you if you stick to walls, use stealth mode in lit areas (until keen senses) and stand still while stuff passes by. If stuff does notice you, you can usually manage to either run back to the stairs you came from, run around the level to find stairs down or close doors on them (wolves). The main problem early are crebains, who are perceptive and fast, if they notice you the best option is usually to get into a corridor and kill them, a couple of points in melee and a short sword should do the business. I was honestly a little insulted when you boiled down the combat into "hold left until it dies, how boring." Did you forget about the dozen or more tactical abilities in the game? As half and jdh mention there are a number of things you can do right at the start that begin to make the combat open up. There are a huge amount of combinations of abilities you can go with later, creating a lot of different melee playstyles. To me this is the most enjoyable part of the game, yet it does seem sometimes like it's the hardest way to play - when I first started I played mainly stealth characters too. Considering how you often complain about melee in roguelikes being simply "bump into stuff until it dies" I'm surprised you dislike Sil's combat so much, even without taking any abilities the combat has more depth than most other games simply due to the AI. Though I do understand why you wouldn't be too enthusiastic about combat having only played the first few floors. I've said in the past that I feel there are too many pack enemies early on. Playing not so good characters, it can sometimes be a slog if groups of orc soldiers/warriors team up and you have 10+ of them to deal with, in these situations I often abandon the level. |
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#28 | |
Scout
Join Date: Jan 2013
Posts: 25
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You said yourself it can become a slog with groups early in the game. Not *all* the combat is holding down the key, but fairly mindless bumping or dancing around doorways does end up occupying quite a bit of the early game for many characters. And in a roguelike the early game get played a hell of a lot more than the later parts, meaning for many people this is 99% of what they experience. |
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#29 | ||
Knight
Join Date: Jan 2009
Posts: 910
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Also, you point to a creature that was no threat taking longer than average to kill, but couldn't it also take less time to kill, making it less boring? Doesn't it do that just as often? If the issue is that things are taking 2 to 7 hits when they should be taking about 2 hits, then that isn't a problem of randomness, but a problem of making things take too long to kill. If that is an issue you are having with Sil, then it may very well be partly self-imposed. You can always put more experience into melee rather than evasion or other skills. You can cut down on armour (some of which impedes melee) and can get aggressive special abilities like Charge, which are available right from the start. You can definitely make glass battleship characters in Sil where you can't hold down the keys. This could be a problem with Sil, but only in the sense that it isn't spelled out enough, or perhaps that the optimal play involves very defensive (and thus boring) characters. I'd be skeptical of that last claim though, as there are some serious problems you run into if you can't kill things fast. I know that you are a fan of some extremely simple combat systems -- notably one hit kills of everything. In such cases the combat rules are exceptionally simple, but often there is a lot of complexity and thinking ahead in the positioning and use of special abilities. I think that can great, but I didn't want a system like that in Sil, and indeed very few medium or large roguelikes play that way. Most have pen and paper RPG style combat systems like Sil does. Most don't have loads of interesting tactical positioning abilities like Sil though. I don't see what Sil is doing worse than average here. Especially if compared with a game that I know you love: ADOM, which has a more complex, more opaque, and probably less well designed combat system than Sil. Really, I was looking into it again while writing this and it is very complex and arbitrary. e.g: Code:
DEFENSIVE VALUE (DV): The defensive value determines how hard you are to hit. It starts at 1, 10 is about average, and, in theory, it is not limited in its value. The higher the value is, the harder you are to hit. This value is influenced by race, class, dexterity, equipment, burden level, hunger, and dozens of other factors. Code:
usually your to-hit adjustment for fighting with two weapons is determined in the following way: * Take (Two-weapon combat / 20) as a basic bonus. * Subtract 6 if you are not playing a ranger. * Subtract MAX(0, (Weight of the two weapon / 10) - 6). If you are a ranger of level 32-49 it is "Subtract MAX(0, (Weight of the two weapon / 20) - 6)" If you are a ranger of level 50 it is "Subtract MAX(0, (Weight of the two weapon / 40) - 6)" Code:
UNARMED FIGHTING 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 To-Hit Modifier 0 +1 +2 +2 +3 +3 +3 +4 +6 +6 +9 +10 +10 +10 +12 +12 To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +3 +4 +6 +6 +8 +10 +10 +12 DV Modifier 0 0 0 0 +1 +1 +2 +2 +3 +3 +4 +5 +6 +8 +10 +12 DAGGERS & KNIVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 To-Hit Modifier 0 +1 +2 +2 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18 +20 To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12 DV Modifier 0 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 CLUBS & HAMMERS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18 To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12 DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6 Quote:
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#30 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,401
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This is my favorite thread on oook since like, ever. We need external critics to show up more often
![]() half, Scatha, I think you should go on Roguelike radio!!!!! |
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Tags |
roguelike radio, self-promotion in post 1, shameless, sil |
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