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Thread: Pressing bug fixes: Which ones?

  1. #51
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    It's not a problem if you know it (I haven't lost any characters to uberjackals since I noticed what happened, it's just a matter of being careful). But it can be a problem to newbies that may not understand why their lvl. 30 char has been pwnt by a jackal, since it is quite unrealistic in the way it's balanced.

    That said, I agree that is not a pressing bug fix. Pressing bug fixes are the ingot bug/Khelly crash, Skilled talent bug, piety/speed overflow bugs, mindcraft crash, and arguably exploits like kickrobbing or name buffer overflow. This is just an annoyance that would be nice to see fixed but is not so important.

  2. #52
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    I was actually just trying to be sarcastic. Play a pure melee class and you'll see just how bad summoners become when their summons keep getting harder and harder and harder without you being able to remove their source.

    Still, it's not pressing. It just requires some tweaking to rework it so the effects aren't so unbearable later in the game so it can wait until the next version of ADOM after the bug fix version.
    I said it before, and I'll say it again. If I knew scripture like you, I'd prolly be an athiest too.. -gut

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  3. #53
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    Quote Originally Posted by vogonpoet View Post
    Agreed.

    "oh no, my PC went from being vulnerable to stone block traps to being a walking death tank in just 40 game days, its completely unreasonable that other monsters in the same game universe should get more powerful over time. Wa wa wa."


    Accelerated evolution, learn to love it folks, and stop whining
    I don#t know .. if you play a long winded character that doesn't have many ways to deal with summoners ...like a troll beastfigher or something, it can be a problem. I never thought so, but I am now no more afraid of ghost lords and such than from large spiders. Problem is: they are everywhere.

    My mistake was: I got trapped in the big room by a some dark elves ... (>500 spiders dead) now the room is unpassable until i get teleportation ... meaning I have to get past the eternal guardian now without teleportation or ring... well, back to topic: for certain race class combinations the effect is nasty.

  4. #54
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    If noting else, the effect simply isn't fun at all as implemented; it makes trodding through creatures like jackals at the very least tedious and dull even if its not that dangerous if you know what you're doing.

  5. #55
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    Are we still pretending where will ever be bug fix for ADOM? I mean before Duke Nykem Forever is released?
    So far rolled 15 casters with RoDS and shamelessly killed them within 200 turns. For eternium glory!
    (after 15 I stopped counting...)

  6. #56
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    Quote Originally Posted by Evil Knievel View Post
    I don#t know .. if you play a long winded character that doesn't have many ways to deal with summoners ...like a troll beastfigher or something, it can be a problem. I never thought so, but I am now no more afraid of ghost lords and such than from large spiders. Problem is: they are everywhere.

    My mistake was: I got trapped in the big room by a some dark elves ... (>500 spiders dead) now the room is unpassable until i get teleportation ... meaning I have to get past the eternal guardian now without teleportation or ring... well, back to topic: for certain race class combinations the effect is nasty.
    I know. Spiders suffer from this too. Maybe cut down on generation of summoners (esp. spider factories and jackalweres) in the big room?

    The problem is not that the monsters get more powerful, but that certain types can do so way _out_ of proportion to the power increase of the PC, and not to mention that monster XP levels are unlimited (I think) while the PC tops out at level 50. Thus their power can keep ramping up and if this happens too fast. Most of this is due to summoners.

    Though as for the main topic of this thread, I'll say that the crash bugs should probably take the highest priority, then the exploitable overflow/buffer bugs (piety overflow is one example -- and it can also happen in the reverse direction (overflowing upward so the piety wraps down to the negative numbers) with devastating effects), then this one, then all the rest below that.
    Last edited by mike3; 05-07-2010 at 12:03 AM.

  7. #57
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    I'd like to pipe in too to say that the ?berjackal discussion is both off-topic and old. Sorry for having joined in.

    The most pressing fixes are the crash bugs - the berserking ally crash and most importantly the lolcrash (khelly crash, ingot crash, stack pickup crash, whatever you call it).

    Then, the evident bugs would be worth looking into - summonable ancient karmic wyrms, circle kick with a nearby friendly, piety wraparound, dragon gold doubling.

    After that, the abusable features would warrant treatment - gremlin bombs, stat scumming with rings of weakness.

    And then, game features that only make the game more annoying instead of fun/challenging could use some help, like most of the panic/berserk code and ?berjackals.


    For damage reduction, you could also change the savefile handling, so that the savefile is not erased upon loading, but overwritten at saving time. 'Resurrecting' a dead character has always been possible by backing up the file, so the current routine has only served to destroy characters that fell victim to segfault crashes.

  8. #58
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    Quote Originally Posted by Pumpernickel View Post
    I'd like to pipe in too to say that the ?berjackal discussion is both off-topic and old. Sorry for having joined in.
    However isn't that a little subjective, since some may consider it "pressing" (I consider it somewhat so, but not as much as the crash bugs), thus it's "off-topicness" is debatable?

  9. #59
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    Quote Originally Posted by Pumpernickel View Post
    The cost of hunger/stunning has been introduced, but i find it more symbolic.
    A harder limit on stat gains would remove much of the incentive for massive milking of the casino (can't call it 'gambling', as the profits are virtually guaranteed).
    Maximum purse for the casino might be applicable, too - say 1/2 the accumulated price of everything in the gift shop. Once you hit the limit, the machines will be disabled.
    So then how are you supposed to get high stats, then? Putting too many caps in too many places would make it too hard, no?

    If one wants to stop the casino being exploited, make it work like a real casino -- house advantage instead of "player advantage". It doesn't make sense the way it's set up now, and there's that huge gift shoppe there, which could still provide something to use the "milked" money on. Better to just choke off the tide of money than to impose so many caps. Combined with the gold-doubling removal...
    Last edited by mike3; 05-08-2010 at 03:20 AM.

  10. #60
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    I agree that the casino just doesn't make sense. It should be fixed in some way so that you can't just get infinite money (or at least that you need effort to do that), because it totally breaks the game from that point.

    Another possible fix would be making the slot machines corrupt per use. That would make sense.

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