FWD: RE: [CF-Devel] PR (Partial resistance)

Michael Toennies mtx93 at tzi.de
Wed Nov 15 03:18:23 CST 2000


>
     
      > Thats the point why i want potions: I don't want a player which
     
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      have armor,
     
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      > rings and
     
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      > amulets on, giving him 99% prot in fire and cold and all the
     
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      stuff. Remember
     
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      > a char can wear&wield
     
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      > at the moment more than 13 items at the same time (yeah, count it!). You
     
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      > will come in some problems
     
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      > to balance it without a cap.
     
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       I agree this can be a problem.  Even if you put proposed caps
     
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      for items at some
     
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      low value like 30, 4 items that have that level of protections
     
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      gives you 75%
     
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      protection.
     
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      >
     
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      > I want a value X you can maximal get with items, which gives you enough
     
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      > protection to avoid
     
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      > killing by fire for example of a red dragon, perhaps the
     
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      abillity (if you
     
     >
     
      > are fast) to kill the
     
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      > critter with a good weapon, but you should nearly dead then. To
     
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      boost your
     
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      > res to nearly immunity, you
     
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      > never should be able to do this permanent with armors or other tricks.
     
     >
     
      > Also, when he has about
     
     >
     
      > 80%-90% natural in all (that means you can cut through a row of
     
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      red dragons
     
     >
     
      > all times you want),
     
     >
     
      > i will call the char and the game then broken. We dont want this kind of
     
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      > super chars.
     
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     >
     
       Agree.  But I think that can also be a problem in the balancing
     
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      of the items
     
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      and not implementation.  At one point, characters could basically
     
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      get all stats
     
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      up to 30 with the weapon improvement code.  End result was to
     
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      reduce the potency
     
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      of that a bit
     
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       The problem here is that there are really only 5-6 attacktypes
     
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      you really need
     
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      to protect yourself again (fire, cold, electricity, physical).  So that
     
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      protection of fear is really irrelevant.
     
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     >
     
     
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      > ** The protection spells in the game are really useless at this
     
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      point **!
     
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      > I never use them, because when i get them i always have items
     
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      which do the
     
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      > same.
     
     >
     
      > So, simply make potions and spells cap indepentend and you got the non
     
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      > permanent style
     
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      > we all want.
     
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       I mostly agree that the protection spells are useless.  However,
     
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      I am getting a
     
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      little fearful of making this protection code too complicated.
     
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      >
     
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      > Real caps are shown to the player too and are simple to include.
     
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      > If you have a armor of fire res +30% and a amulet of 30% you
     
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      should not get
     
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      > automatically
     
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      > 60% fire res. Every point you got nearer the cap, you need more
     
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      points to
     
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      > get closer.
     
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      > If yur caps 60, you got 40 points for example. If your caps are
     
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      70, you got
     
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      > 44% from both or so.
     
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      > And if you caps are 20, you got 19.
     
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       The armor code sort of does this.  If you have two 30% items,
     
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      you armor is 51.
     
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       One question is where do these caps come from?
     
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       I would think that one way this could be done is instead of
     
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      using the 100 value
     
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      in the armor code, you use this cap.  I just tried this out on my
     
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      demo program,
     
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      assuming a cap of 60, and with 1 item, your protection is 30, two
     
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      it is 45,
     
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      three is 52, 56,58, 59, 59.
     
     
Yes, thats exactly how the protection should work too if we assume a value
between 0 (nothing) and 100% (immun). It fix 2 main problems:

- Items with many or to much protection. They get balanced automatically
- different characters / gods fits too

Simply assume a general res cap factor of XX. Like the 20 of all stats as
default
value. Now a fireborn has fire res caps +yy and cold res -xx. And so on.

The value should be a good balance between vulnerable and pretection. Btw,
vulnerable
can simply put in, the item with vulnerability give a -zz factor to the
caps!

To access from XX to 100% (immunity), you should use spells or potions.
Simply don't
count the protection value of the spell/potion over the cap.

This gives also a nice way for potions: A potion of minor protection of fire
gives xx%,
a potion of major res. zz% and so on.



>
     
       One effect of the way it is done is that if you have an item
     
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      above the cap,
     
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      your ability is basically the cap (actually one side effect is
     
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      that if you only
     
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      have 1 item above the cap, you get full value, and each
     
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      additional protection
     
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      reduces you towards the cap, but that should be easy to fix).
     
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       At least from the fix_player perspective, to implement this
     
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      would require two
     
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      arrays within the function, and in one we fill in the values are
     
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      limited by the
     
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      cap, and the other has the spell effects.  Then afterwards, we
     
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      apply the spell
     
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      effects to the item (capped) value, for a higher resistance that
     
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      can go beyond
     
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      the cap.  Is that what you are describing?
     
     
Exactly. This give us the difference between permanent/non perm and
resistance/immunity.

>
     
     
     >
     
      > Also, all items automatically fits in the system, no one can give you to
     
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      > much. If they do, they get caped.
     
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      > Calculate also the numbers of items with a special res, so you
     
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      get more res
     
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      > >from 5 items with all 10% fire res
     
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      > as from wear one item with 50%. This will cap the "super items".
     
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       Unfortunately, the way the calculations work, you actually get
     
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      the opposite
     
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      effect.  One item with 50% will give you more than 5 items with 10%.
     
     
Ah, this is not so bad, its a bonus for good items! In many games you have
the problem
that the best item/unit is the whimpy ( i remember games like C&C and
others, where
you buy the lowest units and use them in hordes).

>
     
       It becomes more difficult if you want to cap values/make it
     
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      harder to get near
     
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      the cap and at the same time reward the player for having
     
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      multiple items of
     
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      protection.  And I'm not sure a good way to implement that
     
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      without getting too
     
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      complicated or too easy for players to bypass.  I mean I guess
     
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      you could take
     
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      the average value of all the protections (on a per item basis),
     
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      and increase it
     
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      by some point, but with that method, then a set of items that are
     
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      like 50, 1, 1,
     
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      1, 1 would appear the same as 11,11,11,11,11.
     
     
That should not be.

>
     
       I think the real solution is to prevent the super items from
     
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      getting created in
     
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      the first place.  If map designers put unbalancing items in the
     
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      maps, I really
     
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      don't want to try to have the code prevent that.  Simply put,
     
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      that map should be
     
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      fixed.  And some of that is that if a map maker really wants to
     
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      put unbalancing
     
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      items in, they will always be able to figure out how to get beyond code
     
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      restrictions.
     
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       Now it may be worth while to set strict guidelines on what
     
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      acceptable items are
     
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      (for example, can not provide more than 120% total protection, and no one
     
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      protection can be more than 30%).
     
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     >
     
     
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