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-   -   Post your top feature/option wish for Vanilla (http://angband.oook.cz/forum/showthread.php?t=3574)

ewert August 11, 2010 19:16

Post your top feature/option wish for Vanilla
 
Currently I am hard pressed to come up with anything other than:

Unlimited home space.

Yep, that's it. Randart games are so troublesome with limited home, for myself it detracts from the fun of kill-and-gather to have to junk so many maybe useful artifacts.

I'd love an option for it. Hell, put it in "cheat" options I don't care. I play with know full monster info anyways, as I start new savefiles so often the "noncheating" method of gathering a full monster knowledge doesn't work for me...

Derakon August 11, 2010 19:33

A rewrite into Python with a good object-oriented design. *ducks*

(But it'd be so awesome! Trivial extensibility! No mucking about with makefiles and minimal cross-platform compatibility issues! Heck, you could probably compress the actual code down by a factor of four while gaining ease-of-reading!)

More seriously, any other ideas I have are sufficiently oddball that they'd be variant-territory. For example, I'd like to see experimentation with slowing down the rate at which the player expects to take damage, with the counter effect that the player also can't recover as quickly and is much less able to avoid getting into big fights. So e.g. being surrounded by dragons wouldn't be an instant death sentence, but on the flipside you'd be more likely to find yourself surrounded by dragons. My thinking is that this would start with the following changes:

* Remove digging
* Remove natural regeneration
* Remove healing potions from the town (but heal the player fully when they return to town)
* Gaining experience heals the player
* Scatter healing fountains about the dungeon
* An individual monster's per-turn damage output is capped at, say, 10% of the player's max HP (by manipulating damage calculations, capping breath damage based on monster level, nerfing melee, etc.)
* Most monsters are generated as part of a "posse" of similar monsters (not the same type necessarily, but e.g. encountering a group of a Priest, an Enchantress, a Necromancer, and two Rangers)

The general thinking here is that most mid- to late-game fights in Angband are optimally-fought by the player manipulating terrain so that it's just him and the monster, and then they stand in each others' faces and try to deal damage faster than they take it. This isn't very interesting, in my opinion. What's more interesting is when the player has to handle a group of monsters, figure out what the best target to take down is, try to take out that target while dealing with other incoming attacks, and so on. Unfortunately this often isn't feasible in Angband because an individual monster is often capable of taking out more than 50% of the player's hitpoints in one action even if the player is otherwise well-equipped.

Another random thought I had was to make the stronger monster attacks two-turn things. So e.g. on turn 1 you'd get the message "The Great Storm Wyrm inhales...", and you'd know that if you don't move on that turn, next turn you'll be hit by the wyrm.

For Vanilla itself, though, mostly I'd like to see the game made harder again. And we have a great big meandering thread with ideas for that. :)

PowerDiver August 11, 2010 19:47

No selling.

nullfame August 11, 2010 20:38

Player ghosts
Player artifacts
Random monsters option (say 5% of the set)
Reformat monster memory to be more usable

Derakon August 11, 2010 20:47

Oh, I just thought of one.

Non-indexed monster.txt, object.txt, etc. I want to be able to insert records into the middle of the list without having to renumber everything. This would probably require a shift to using the monster's name as its unique key instead, which in turn would mean futzing with the identically-named novice adventurer solo/group monsters...no big loss.

AnonymousHero August 11, 2010 21:26

Quote:

Originally Posted by Derakon (Post 38763)
Oh, I just thought of one.

Non-indexed monster.txt, object.txt, etc. I want to be able to insert records into the middle of the list without having to renumber everything. This would probably require a shift to using the monster's name as its unique key instead, which in turn would mean futzing with the identically-named novice adventurer solo/group monsters...no big loss.

Actually, you could just use a UUIDv4-type identifier. It's a (mostly) opaque hex string, but it's preferable to renumbering everything.

ekolis August 11, 2010 21:31

Monster 0xDEADBEEF4269 not found! Critical error! :P

miyazaki August 11, 2010 22:20

Nerfed detection:

Baby red dragon, mature green dragon, ethereal drake, Kavlax all show as a simple, white "d" with no species details.

Hariolor August 11, 2010 22:29

incremental (stacking) esp

various types of esp (treasure, monster, walls)

nerfed detection spells

smarter monster behavior (reverse pack behavior from current standard, combat makes noise, intelligent creatures run/call for help if outmatched)

eliminate selling completely - food should be a non-issue in a highly-developed dungeon ecology, tweak other consumable drops to make them more useful

more rational system for balancing # blows/weapon weight/damage/criticals

wide hallways/more interesting rooms

terrain and/or thematic level elements

greater class/race distinction (many threads on this lately)

bron August 11, 2010 22:48

My "would most like to see" feature is to generalize the DROP_CHOSEN attribute to be able to apply it to any monster, not just Morgoth. See http://angband.oook.cz/forum/showthread.php?t=1180 for a discussion.


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