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Archived from groups: rec.games.roguelike.nethack (More info?)
The present alignment system is broken, in that in all but pacifist
conduct, it has no meaning beyond the very early game. I'd propose
treating it more like in-game Luck and exercising for stats.
Presently, maximum alignment is 10 + (moves / 200). For a 50,000 turn
game, maximum alignment would be 260. Alignment penalties are typically
a single point, or perhaps a few. CMIIW, but I don't believe that
alignment scores of above 20 have any meaning, and that score only
affects entrance to the Quest. My impression is that most checks for
alignment merely check if it is negative.
I'd suggest a lower maximum alignment, akin to Luck's 10 (+3 with
luckstone). A point of lost alignment would actually be meaningful,
then. Plus, I don't know the formula for adding alignment points for
killing monsters, but it appears to increment alignment far too quickly.
I'd suggest either eliminating the alignment bonus for killing monsters
altogether, or treating it like exercise for stats: you would exercise
alignment by killing monsters, but wouldn't receive any direct alignment
benefit at the time. Periodically, the game would check for alignment
exercise and you would have a chance of an added point. (I wouldn't,
however, make this a visible status line stat.)
Obviously, calculations in code based on alignment would have to be
adjusted to the far smaller numbers that the alignment variable would hold.
The argument for making alignment more meaningful would be that it would
enforce a bit of necessary roleplay, and therefore game variability. You
couldn't play a lawful exactly like a chaotic and get away with it.
--
Kevin Wayne
"Stark raving sane."
--Rosencrantz and Guildenstern
The present alignment system is broken, in that in all but pacifist
conduct, it has no meaning beyond the very early game. I'd propose
treating it more like in-game Luck and exercising for stats.
Presently, maximum alignment is 10 + (moves / 200). For a 50,000 turn
game, maximum alignment would be 260. Alignment penalties are typically
a single point, or perhaps a few. CMIIW, but I don't believe that
alignment scores of above 20 have any meaning, and that score only
affects entrance to the Quest. My impression is that most checks for
alignment merely check if it is negative.
I'd suggest a lower maximum alignment, akin to Luck's 10 (+3 with
luckstone). A point of lost alignment would actually be meaningful,
then. Plus, I don't know the formula for adding alignment points for
killing monsters, but it appears to increment alignment far too quickly.
I'd suggest either eliminating the alignment bonus for killing monsters
altogether, or treating it like exercise for stats: you would exercise
alignment by killing monsters, but wouldn't receive any direct alignment
benefit at the time. Periodically, the game would check for alignment
exercise and you would have a chance of an added point. (I wouldn't,
however, make this a visible status line stat.)
Obviously, calculations in code based on alignment would have to be
adjusted to the far smaller numbers that the alignment variable would hold.
The argument for making alignment more meaningful would be that it would
enforce a bit of necessary roleplay, and therefore game variability. You
couldn't play a lawful exactly like a chaotic and get away with it.
--
Kevin Wayne
"Stark raving sane."
--Rosencrantz and Guildenstern