Mark W. wrote: > If we disable polymorph on items, we might as well disable it completely. > > If the lava slasher is a superior weapon, I would argue it should > have a higher value, so you could not transform it from a lesser > artifact into that. A lava-slasher or a kobold-dagger are surely not worth 5.000.000 or sth. But still I want players to solve the appropriate quests to get them. > But note that the way the polymorph code works (when it works properly) > is that such transformations would be incredibly rare. > > Basically, it will pick one item from all the items of the same type > (ie, weapons) of lower value. Being there are lots of mundane weapons > and relative few artifacts, the chance of it picking a better artifact > weapon is quite unlikely. [...] > > So, for it to actually polymorph one artifact into another 'more > worthwhile' one, you basically need to find one of higher value > and be lucky enough that on the first try, it polymorphs into what > you want it to be. > > To me, those conditions make it fairly unlikely for it to happen. > And if it does, I don't think its a big deal. I find games that > have such little quirks more interesting. > > Also note that the end result can only be items that is an archetype > (ie, part of standard distribution). Items customized on maps can > never appear, except for the base type it came from. So for example, > you could try to polymorph all you want, but you'll never end up with > any of the final weapons in the tower of demonology. > > So as a mapmaker, this should make no difference. The only case where > this could perhaps be a problem if you give out a very high valued weapon > that doesn't have much magic (say a jeweled sword). Well... okay, so be it. Make your changes, and when I got the feeling it is still possible to get a lava-slasher, wdsm or magic cloak via polymorph, then I will simply remove those from the arches. It's only a few artifacts that really bother me in that respect. > > Make all monsters above level 20 immune to polymorph. > > I was going to look at the saving throw code and see at what > point monsters always make saves. > > Another thought I had would be to not polymorph monsters whose name > does not match that of their archetype (in addition to other checks > already mentioned). In this way, most custom monsters on maps will > just be immune since they have non standard names. This's a good idea. But please make sure that the success-chance of polymorph on monsters also depends on the victim's level. At least beyond level 30 chances should be *very very* small - pleease. =) > > In general I have to say I see no point in spending massive amounts > > of work to improve the polymorph code. [...] > > So far, this discussion has probably taken more time than it will > take to implement the suggested changes to polymorph. So these are > only minor changes and quick to do. > > As per my comments under the items, I disagree on some points. > Crossfire can never be 100% balanced, and if it was, I think it > would be a very uninteresting game (100% balanced basically would > mean all races/classes are equal at all levels, all items are balanced > with respect to all others, etc). There are certainly ways to overdo "balancing". But for CF we don't have to fear that yet. ;) > There will always be some cases - using such and such a spell to kill > a specific monster works outstandingly well, items x,y,z are better > than a,b,c, and so on. > > To me, what polymorph with the above changes will allow to happen: > 1) You may be very lucky and be able to polymorph one artifact into > another. Those are likely to be such rare occurances, I don't have a > problem with it. Okay, when I remove the few critical artifacts from the arches, or maybe set them to very high value, I can live with that. > 2) Polymorph will still be useful in some cases. Transforming monster > X into monster Y to kill it/get past it seems perfectly fine. [...] If this doesn't work on special monsters (->archname) and past victim- level 30 chances run low, acceptable for me. > 3) Polymorph will always be a net loss. You may get lucky in some > cases and turn that ring resist poison +20 into a ring resist fire +20, > or turn one artifact into another, but items get consumed and turned > into garbage, and I don't think overall it will be a winning proposition > for players. But it still will remain a nice curiosity. > > As per another discussion (I think it was the dual weapon thread) - not > all weapons are useful (or the best), but I don't think that means they > need to be removed. Keeping them in for color seems fine to me. Same > is true for polymorph. Sure, it may generally not be used, but new > players may have some fun with it. I like "color" in games. If it doesn't violate playbalance it's fine. > However, one thing I would do is remove all the rods of polymorph. Finding > that wand and playing with it for a little while may be fun, but having a rod > such you can play with it forever will probably cause polymorph to lose > some of its mystery. Yes, I certainly agree. Andreas V.