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
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
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
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
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.
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 isYes, I know that now that it is permanent in EvilHack. Thanks.
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.
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!"
--
[ 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 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.
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 harderThe point is that it's not a permanent one-way degradation but
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.
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
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. [...]
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."
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".)
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