Tuning #1 - Stability Boots

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Billsey
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Tuning #1 - Stability Boots

Post by Billsey » Wed 19.09.2007, 19:46

I've not yet gotten below 1500' in either the first instance or the second, yet I've found two pair of Stability boots so far. Since they give Nexus resist, I believe they should be deeper than they seem to be now.
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Fink
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Re: Tuning #1 - Stability Boots

Post by Fink » Wed 19.09.2007, 21:54

Well, if they started showing up in a range where the resistence is useful, perhaps we could say thats a good point to see them - there's nothing worse than finding useful things long after you could actually use them. About how deep were you seeing them?

Billsey
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Re: Tuning #1 - Stability Boots

Post by Billsey » Wed 19.09.2007, 22:02

First set showed up before 500' in the first game. The second set showed up at 700' in the second game.
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Fink
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Re: Tuning #1 - Stability Boots

Post by Fink » Wed 19.09.2007, 22:13

Yeah, thats seems kind of low. If they were showing up after, say, 1000 - 1200, that would seem to be more fitting.

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Re: Tuning #1 - Stability Boots

Post by Warrior » Thu 20.09.2007, 08:01

I haven't found any stability boots as far as I can remember but they're also quite common in the shops.
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PowerWyrm
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Re: Tuning #1 - Stability Boots

Post by PowerWyrm » Sun 23.09.2007, 06:28

IIRC my first char in MangBand ever back 10 years ago found a gold DSM at 400ft... I don't see your point in this post. There is always a chance to find good items early...

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Re: Tuning #1 - Stability Boots

Post by Fink » Sun 23.09.2007, 08:33

Before the server was reset I had 2 BoS (one +6 and one +7)
I found +7 at 200ft when I was about lvl 7, this was VERY helpful for my mage, the +6's I think I found around 1100 in a  lesser vault.
Ofcourse those on 200 might be a little early, but then again, not everyone find BoS at all, I think I met some nexus breathing monsters around 1200, so finding stability boots around 1000 would probably not be too bad, though I've never even seen a pair of those...
I think where you find them is perfectly random, since someone never sees certian items, and though finding items early seems odd, I'm sure it's helpful for those few...I'd not consider this a bug, nor a problem...simply a moral booster for new/slow people

that's my thought anyway

Fink
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Re: Tuning #1 - Stability Boots

Post by Fink » Sun 23.09.2007, 12:44

[quote author=Fink link=board=Version1;num=1190249198;start=0#3 date=09/19/07 at 22:13:38]Yeah, thats seems kind of low. If they were showing up after, say, 1000 - 1200, that would seem to be more fitting.[/quote]

Think of it more as an interesting point of data. You're absolutely correct that we are getting a huge amount of play time in at relatively shallow levels, so we are going to be seeing the whole bell curve of drops (ie, as opposed to if all the people playing were instead distributed throughout the dungeon). So, I'm kind of mentally flagging boots of stability to keep an eye in.

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Re: Tuning #1 - Stability Boots

Post by Domino » Mon 24.09.2007, 10:13

I don't think this is truely an issue.  On this instance I found boots of speed +6 at 1k, on the floor, not even in a vault.  This has always been a possibility.  I remember a _very_ long time ago someone found boots of speed +10 at 50'.  Couple years back Dwarfy found Power DSM at 800' on a hill giant drop.  It's always been _possible_.

One thing I have noticed though is that the overall quality of drops is very nice on this instance.  I believe Crimson mentioned the other day that the magic level for the current server instance is  a tad too high.

Crimson, any comments on this?
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PowerWyrm
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Re: Tuning #1 - Stability Boots

Post by PowerWyrm » Wed 26.09.2007, 12:46

Did Crimson implement the vanilla ego rarities in the 1.0.0 version? In old Mang, the chances of generating the different types of ego items were hard coded (ie res acid/fire/cold/elec 4/19, res 2/19, elvenkind 1/19)... but in new Angband, those are listed in the e_info.txt file as a "rarity" like monster or object rarities (ie res acid/fire/cold/elec 1, res 2, elvenkind 4).
Old process of generating an ego item:
- roll a number between 1 and n
- pick up the corresponding ego and generate it
New process:
- pick up an ego
- roll a number between 0 and (rarity -1)
- if 0 generate the ego else repeat the process until an ego is generated
So with the new system, a bit of balancing will have to be made. If people feel that an ego item is generated too often, the rarity of the ego in e_info.txt will have to be increased.

Fink
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Re: Tuning #1 - Stability Boots

Post by Fink » Wed 26.09.2007, 21:58

ah, glad to see some of the tuning aspect of things was placed in the data. Cool.

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