• [evilhack] Abusing alignment

    From Janis Papanagnou@21:1/5 to All on Tue Mar 21 08:28:11 2023
    I'm playing a monk and noticed "You have gravely abused your alignment."
    (from #conduct), probably because of eating monsters instead of veggies?

    Can I fix this again or is that now a given? I'm not quite sure about
    the explanation in the Wiki (https://nethackwiki.com/wiki/EvilHack):
    Abusing your alignment can have a direct effect on how your quest ends.
    [...] Unlike your alignment record, which can be readjusted back into
    positive standing, your alignment abuse record is permanent.

    I suppose that "gravely abused" is referring to the permanent record?

    Doh! - I spoiled the game without even having started the Quest... :-(

    Janis

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Tue Mar 21 06:17:40 2023
    On Tuesday, March 21, 2023 at 3:28:15 AM UTC-4, Janis Papanagnou wrote:
    I'm playing a monk and noticed "You have gravely abused your alignment." (from #conduct), probably because of eating monsters instead of veggies?

    Can I fix this again or is that now a given? I'm not quite sure about
    the explanation in the Wiki (https://nethackwiki.com/wiki/EvilHack):
    Abusing your alignment can have a direct effect on how your quest ends. [...] Unlike your alignment record, which can be readjusted back into positive standing, your alignment abuse record is permanent.

    I suppose that "gravely abused" is referring to the permanent record?

    Doh! - I spoiled the game without even having started the Quest... :-(

    Janis

    Yup, 'gravely absued' refers to your permanent alignment abuse record. That level of abuse, it's pretty much guaranteed that your quest leader will ask you to hand over the quest artifact once you finish your quest. You have two options at this point -
    hand it over, or decline. Handing it over flags the quest as complete. Declining will anger your quest leader - quest won't be flagged as complete until you kill your quest leader. You won't be able to use the Bell of Opening until the quest is flagged
    as being complete.

    One strategy players have used in the past when their quest leader demands the return of the quest artifact - hand it over, then return at a later time when they're more capable of dealing with the quest leader and their minions. You could even steal it
    back, but to my knowledge no one has tried that.

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  • From Janis Papanagnou@21:1/5 to All on Sun Mar 26 05:37:56 2023
    Current game:
    "You are a Fighter, a level 9 giant Valkyrie."
    #conduct
    "You have seriously abused your alignment."

    What the hell did she do to abuse alignment?
    I mean, Monks eating food, Knights attacking
    sleeping monsters, attacking with poison, and
    so on - okay.

    But how can a giant Valkyrie abuse alignment?

    This is really sick, especially since you don't
    even seem to get in-game hints so that she has
    a chance to adjust "abusive behavior".

    Janis

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Sun Mar 26 12:39:40 2023
    On Saturday, March 25, 2023 at 11:38:00 PM UTC-4, Janis Papanagnou wrote:
    Current game:
    "You are a Fighter, a level 9 giant Valkyrie."
    #conduct
    "You have seriously abused your alignment."

    What the hell did she do to abuse alignment?
    I mean, Monks eating food, Knights attacking
    sleeping monsters, attacking with poison, and
    so on - okay.

    But how can a giant Valkyrie abuse alignment?

    This is really sick, especially since you don't
    even seem to get in-game hints so that she has
    a chance to adjust "abusive behavior".

    Janis

    You do actually - https://github.com/k21971/EvilHack/commit/618cee8f50558509258739b696d5025883c9fe8e

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  • From Janis Papanagnou@21:1/5 to Keith Simpson on Mon Mar 27 07:12:56 2023
    On 26.03.2023 21:39, Keith Simpson wrote:
    On Saturday, March 25, 2023 at 11:38:00 PM UTC-4, Janis Papanagnou wrote:
    Current game:
    "You are a Fighter, a level 9 giant Valkyrie."
    #conduct
    "You have seriously abused your alignment."
    [...]
    But how can a giant Valkyrie abuse alignment?

    This is really sick, especially since you don't
    even seem to get in-game hints so that she has
    a chance to adjust "abusive behavior".

    You do actually - https://github.com/k21971/EvilHack/commit/618cee8f50558509258739b696d5025883c9fe8e

    I see your link but don't recall to have seen any message!
    What would a giant Valkyrie have to avoid?

    In another game I've seen that killing a pet by accident
    (while stunned) will also increase the _permanent_ record;
    this has been changed compared to Vanilla, right?

    Janis

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  • From Keith Simpson@21:1/5 to Janis Papanagnou on Mon Mar 27 14:20:07 2023
    On Monday, March 27, 2023 at 1:12:59 AM UTC-4, Janis Papanagnou wrote:
    In another game I've seen that killing a pet by accident
    (while stunned) will also increase the _permanent_ record;
    this has been changed compared to Vanilla, right?

    Janis

    The alignment hit for killing a pet is the same in EvilHack as it is in regular NetHack, -15 points. In EvilHack you'd then also gain the same amount of alignment _abuse_ points as part of your permanent record. So be careful around your pets if confused/
    stunned.

    The only difference in alignment point adjustment between EvilHack and NetHack (and most other variants) is if playing as an Infidel (unaligned, considered true evil), you only take a -3 point hit vs other alignments.

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  • From Janis Papanagnou@21:1/5 to Keith Simpson on Tue Mar 28 03:26:46 2023
    On 27.03.2023 23:20, Keith Simpson wrote:
    On Monday, March 27, 2023 at 1:12:59 AM UTC-4, Janis Papanagnou
    wrote:
    In another game I've seen that killing a pet by accident (while
    stunned) will also increase the _permanent_ record; this has been
    changed compared to Vanilla, right?

    The alignment hit for killing a pet is the same in EvilHack as it is
    in regular NetHack, -15 points. In EvilHack you'd then also gain the
    same amount of alignment _abuse_ points as part of your permanent
    record. So be careful around your pets if confused/stunned.

    Yes, I know that now that it is permanent in EvilHack. Thanks.

    Nonetheless I think this is not a good concept if such effects can
    not be compensated by any means (either by active "work" for "good
    behavior" brownie points, or by timeouts/reductions over time).
    In case it is desired (for whatever reason or mindset) to make it
    a permanent factor the value should (IMO) be in a more reasonable
    magnitude. Things that severely _and_ irreversibly change a game
    at some point are rarely a good design. YMMV.

    Janis

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  • From RecRanger@21:1/5 to Janis Papanagnou on Tue Mar 28 14:17:47 2023
    On Monday, March 27, 2023 at 9:26:50 PM UTC-4, Janis Papanagnou wrote:
    On 27.03.2023 23:20, Keith Simpson wrote:
    On Monday, March 27, 2023 at 1:12:59 AM UTC-4, Janis Papanagnou
    wrote:
    In another game I've seen that killing a pet by accident (while
    stunned) will also increase the _permanent_ record; this has been
    changed compared to Vanilla, right?

    The alignment hit for killing a pet is the same in EvilHack as it is
    in regular NetHack, -15 points. In EvilHack you'd then also gain the
    same amount of alignment _abuse_ points as part of your permanent
    record. So be careful around your pets if confused/stunned.
    Yes, I know that now that it is permanent in EvilHack. Thanks.

    Nonetheless I think this is not a good concept if such effects can
    not be compensated by any means (either by active "work" for "good
    behavior" brownie points, or by timeouts/reductions over time).
    In case it is desired (for whatever reason or mindset) to make it
    a permanent factor the value should (IMO) be in a more reasonable
    magnitude. Things that severely _and_ irreversibly change a game
    at some point are rarely a good design. YMMV.

    Janis

    I know it is supposed to be be a percentage, but I also find how often the quest leader wants to take back the artifact is far too often. I only
    have slightly abused, or whatever the least amount is, and he nearly
    always wants it back. Out of *several* games he has not wanted
    back only a couple/few times. Way too harsh. It is my real-world luck,
    I get it, but still too harsh.

    I also agree that it cannot be fixed is bad. Why not have an additional
    quest that opens up, *only* if it needs repaired? Have it be a bit tougher
    than the quest itself. The more abused your alignment is, the harder
    the recovery quest is. And the only reward is fixing alignment. No
    artifacts or major treasure. Have the quest something minor like
    retrieving medicine for an ailing brother/sister or killing the pesky "do-gooder" in this location who is threatening our cause.

    Talk to the quest leader. "I see you have strayed from your path."
    "Do you wish to put yourself in good graces once more?" Answer yes
    and you are given the entrance and must enter it at that time. Answer
    no and: "Very well, mortal!"

    --

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  • From Keith Simpson@21:1/5 to RecRanger on Tue Mar 28 19:28:02 2023
    On Tuesday, March 28, 2023 at 5:17:49 PM UTC-4, RecRanger wrote:
    I know it is supposed to be be a percentage, but I also find how often the quest leader wants to take back the artifact is far too often. I only
    have slightly abused, or whatever the least amount is, and he nearly
    always wants it back. Out of *several* games he has not wanted
    back only a couple/few times. Way too harsh. It is my real-world luck,
    I get it, but still too harsh.

    I also agree that it cannot be fixed is bad. Why not have an additional quest that opens up, *only* if it needs repaired? Have it be a bit tougher than the quest itself. The more abused your alignment is, the harder
    the recovery quest is. And the only reward is fixing alignment. No
    artifacts or major treasure. Have the quest something minor like
    retrieving medicine for an ailing brother/sister or killing the pesky "do-gooder" in this location who is threatening our cause.

    Talk to the quest leader. "I see you have strayed from your path."
    "Do you wish to put yourself in good graces once more?" Answer yes
    and you are given the entrance and must enter it at that time. Answer
    no and: "Very well, mortal!"

    --

    RecRanger:

    For information's sake - the odds are n in 50 of your quest leader asking for your quest artifact back, n being how many points of alignment abuse have been racked up. A more in-depth explanation can be found here - https://nethackwiki.com/wiki/EvilHack#
    The_Quest

    If you've only slightly abused your alignment, and your quest leader still asks for the quest artifact back... that's just dumb luck. It's happened to me as well. On the flip side, I've also severely abused my alignment and made it through without
    incident. One strategy players have used in the past - return the quest artifact when requested to avoid conflict, then come back at a later time and take it back, either by force or some other ingenious method. There is more than one way to skin the
    proverbial cat 🙂

    Last bit - thank you for the constructive feedback. It's fine to have misgivings about <insert aspect of the game here>, but putting forth an idea or a potential solution is great. This kind of back and forth dialogue is responsible for many changes that
    have occurred to EvilHack over the years. Your recovery quest idea is interesting, I guarantee this will generate quite a bit of conversation in the #evilhack IRC channel tomorrow morning. Thanks!

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  • From Janis Papanagnou@21:1/5 to RecRanger on Wed Mar 29 12:50:13 2023
    On 28.03.2023 23:17, RecRanger wrote:
    [ having to pass back the retrieved quest prize to the leader ]

    I know it is supposed to be be a percentage, but I also find how often the quest leader wants to take back the artifact is far too often. I only
    have slightly abused, or whatever the least amount is, and he nearly
    always wants it back. Out of *several* games he has not wanted
    back only a couple/few times. Way too harsh. It is my real-world luck,
    I get it, but still too harsh.

    I've not played enough games to reach the quest leader with the
    retrieved prize, so I have no own experience on the percentages.
    For my taste the restriction doesn't really add anything to the
    playing experience and is as feature, as implemented unnecessary.

    I am aware that in earlier versions alignment was not perfectly
    valued. Folks said it is effectively meaningless, and they were
    right. So it's good to give alignment more value. But as it has
    been designed in EvilHack it appears to me that this is far too
    drastic a measure as implemented.


    I also agree that it cannot be fixed is bad. Why not have an additional
    quest that opens up, *only* if it needs repaired? Have it be a bit tougher than the quest itself. The more abused your alignment is, the harder
    the recovery quest is. And the only reward is fixing alignment. No
    artifacts or major treasure. Have the quest something minor like
    retrieving medicine for an ailing brother/sister or killing the pesky "do-gooder" in this location who is threatening our cause.

    The point is that it's not a permanent one-way degradation but
    fixable in some ways. Neither the penalty should result in too
    complex processes - we saw some suggestions, how to work around
    the effect -, nor should (IMO) any alignment-fixing process be
    too complicated - here I have in mind what you suggested with
    sub-quests, which appears to me to be unnecessary complex for
    the desired effect.

    It may already be a factor to get admittance to the quest, as
    opposed to some irreversible effect when returning from the
    quest. Why do all the quest for nothing? First fix your issues
    then do the quest.

    Janis

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  • From RecRanger@21:1/5 to Janis Papanagnou on Wed Mar 29 08:22:53 2023
    On Wednesday, March 29, 2023 at 6:50:17 AM UTC-4, Janis Papanagnou wrote:
    On 28.03.2023 23:17, RecRanger wrote:
    [ having to pass back the retrieved quest prize to the leader ]

    I also agree that it cannot be fixed is bad. Why not have an additional quest that opens up, *only* if it needs repaired? Have it be a bit tougher than the quest itself. The more abused your alignment is, the harder
    the recovery quest is. And the only reward is fixing alignment. No artifacts or major treasure. Have the quest something minor like retrieving medicine for an ailing brother/sister or killing the pesky "do-gooder" in this location who is threatening our cause.
    The point is that it's not a permanent one-way degradation but
    fixable in some ways. Neither the penalty should result in too
    complex processes - we saw some suggestions, how to work around
    the effect -, nor should (IMO) any alignment-fixing process be
    too complicated - here I have in mind what you suggested with
    sub-quests, which appears to me to be unnecessary complex for
    the desired effect.

    It may already be a factor to get admittance to the quest, as
    opposed to some irreversible effect when returning from the
    quest. Why do all the quest for nothing? First fix your issues
    then do the quest.

    Janis

    I guess I was not entirely clear. Any sort of fixing would have to be done prior to the quest. Maybe the quest leader approaches you before
    entering the quest or does not let you gain access to the quest as they do before you reach the proper level. They ask you if you want fix your sins.
    That way, you are given a bit of a hint. You have sinned — correct it or there may be consequences. Instead of a "gotcha" moment with quest
    leader demanding artifact.

    And quest is meant to be quick but more difficult. Have it be a cavernous
    level and the quest goal on the other side of the level. Have monsters
    slightly more leveled, depending on degree of abuse. Also, maybe a time
    limit and have hints as to time running out.

    I have always wanted that in a roguelike. A prize in the center, or end, that you must get before the monsters do. A race. A wand of death in the
    center of a big room or cavernous level. Monsters are spawned on the
    other side of the dungeon. Who gets there first . . . ? As you enter the
    level: "You feel a sense of urgency."

    --

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  • From Janis Papanagnou@21:1/5 to RecRanger on Wed Mar 29 22:53:32 2023
    On 29.03.2023 17:22, RecRanger wrote:
    On Wednesday, March 29, 2023 at 6:50:17 AM UTC-4, Janis Papanagnou wrote:
    On 28.03.2023 23:17, RecRanger wrote:
    [ having to pass back the retrieved quest prize to the leader ]

    I guess I was not entirely clear. [...]

    No, you were completely clear. (One of my paragraphs was about
    complexity of changes; from design and implementation point of
    view: "we need an effect; we define goals, compare solutions
    with their implications, but keep it as simple as possible". My
    criticisms was about the design/implementation-means to reach
    the functional goal. The other paragraph just extended on one
    deficiency of one current EvilHack "implementation detail".)

    I think your quest proposals - which I always find interesting
    to discuss - is worth an _independent_ consideration. For the
    current "fix" I'd consider it just a [complex] overkill. YMMV.

    One aspect I yet haven't elaborated on is the amount of penalty
    you get. I already mentioned that the magnitude is far too high
    for such an irreversible penalty. To make that more concrete I
    want to make a comparison with [real life] "murder". Hereabouts
    (and I suppose similar valuations can be found worldwide) we
    distinguish killing of humans by various degrees; deliberate
    murder with bad motives is typically punished a lot harder than
    murder on impulse, and this still more if you had been impaired.
    We need not but we can learn from sensible Real Life achievements
    (as oppose to magic (or other) explanations for arbitrarities).
    With respect to the roguelikes; if you are stunned or confused
    you could get less punishment points than if you deliberately
    kill peacefuls. (This is just a thought and certainly needs more
    refinement and detailed consideration - e.g. got the player
    confused by intent (there's a similar challenge in real life
    judgement) - but you got the point.) But this is just another
    additional aspect which doesn't address the irreversibility issue
    in the first place.


    And quest is meant to be quick but more difficult. Have it be a cavernous level and the quest goal on the other side of the level. Have monsters slightly more leveled, depending on degree of abuse. Also, maybe a time
    limit and have hints as to time running out.

    I have always wanted that in a roguelike. A prize in the center, or end, that you must get before the monsters do. A race. A wand of death in the
    center of a big room or cavernous level. Monsters are spawned on the
    other side of the dungeon. Who gets there first . . . ? As you enter the level: "You feel a sense of urgency."

    I not a big fan of real (even real-time based) race conditions
    in roguelikes (to say the least).

    But EvilHack already has this (as an interesting design change)
    implemented. I you have anywhere on a level a wand of death, or
    such a wand even in some [open] container, intelligent monsters
    passing will get and use them. The same with boxed armor/weapons.
    So this is already present in that variant as base design concept.

    With respect to the mentioned cavernous levels; I consider those
    level types generally a good base dungeon territory type. Also
    for the main dungeon and for Gehennom. From style and tactical
    considerations from their random amorphous shape they'd add IMO
    to playing fun. (I had in a private project played around with
    different dungeon level types, but that would lead too far here,
    and worth an own discussion thread.)

    Janis

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  • From RecRanger@21:1/5 to Janis Papanagnou on Wed Mar 29 20:39:58 2023
    On Wednesday, March 29, 2023 at 4:53:36 PM UTC-4, Janis Papanagnou wrote:
    On 29.03.2023 17:22, RecRanger wrote:
    On Wednesday, March 29, 2023 at 6:50:17 AM UTC-4, Janis Papanagnou wrote:
    On 28.03.2023 23:17, RecRanger wrote:
    [ having to pass back the retrieved quest prize to the leader ]

    I guess I was not entirely clear. [...]

    No, you were completely clear. (One of my paragraphs was about
    complexity of changes; from design and implementation point of
    view: "we need an effect; we define goals, compare solutions
    with their implications, but keep it as simple as possible". My
    criticisms was about the design/implementation-means to reach
    the functional goal. The other paragraph just extended on one
    deficiency of one current EvilHack "implementation detail".)


    No. I was not clear. Tougher, or harder, does not always equal "complex."
    I was thinking something short and simple, but failed to mention it.

    --

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