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-   -   Why aren't you playing Unangband? (http://angband.oook.cz/forum/showthread.php?t=199)

andrewdoull August 17, 2007 12:47

Why aren't you playing Unangband?
 
I'm curious as to what's stopping you from trying or playing Unangband on a more regular basis.

Any feedback welcome.

Fuma August 17, 2007 13:02

'So many variants, so little time..'

TJA August 17, 2007 13:29

Just detected the homepage and began to read the differences :)
Befor your posting already ...


I am searching such a variant:

A Tolkin- or generel Fantasy-topic
Semi-Random Levels like in Heng/Entroband
An improved user-interface with colors and optionally tiles
A flowless compile environment
A variant that is actively maintained and not already abbandoned

What can Unangband give me?
:)

Daven_26d1 August 17, 2007 14:31

Sell it to me right now and I swear I'll play it right after I'm done with Sang.
I've read the descriptions of most variants, and it just wasn't one of the ones that stood out for me.

TJA August 17, 2007 14:46

Maybe need to start a new variant?

:)

But even if that was an option - where to start?
At Vanilla Angband?
At ToME?

What is a maintained, current and modern variant that is already stripped down alot and able to handle new quests, monsters and rules easily?

andrewdoull August 17, 2007 14:51

Quote:

Originally Posted by Daven_26d1 (Post 2047)
Sell it to me right now and I swear I'll play it right after I'm done with Sang.
I've read the descriptions of most variants, and it just wasn't one of the ones that stood out for me.

Key points of difference from Sangband:

* Dungeon is more interesting, with more dungeon features than any other variant.
* Has a wilderness/campaign mode which models the Third Age of Angband.
* Has a much wider spell selection for mages.
* Possibly a harder game than Sangband.

The hard sell comes later.

andrewdoull August 17, 2007 14:51

Quote:

Originally Posted by TJA (Post 2051)
Maybe need to start a new variant?

:)

But even if that was an option - where to start?
At Vanilla Angband?
At ToME?

What is a maintained, current and modern variant that is already stripped down alot and able to handle new quests, monsters and rules easily?

I'd go with NPPAngband 0.5.0 if I was starting again.

Psi August 17, 2007 15:17

I think you need an 'other' option. :)

I always wondered about the lack of Un dumps on the ladder considering it always seemed to be the variant with the most active development going on. Perhaps that is part of the problem as to be honest I find myself a liitle bewildered by each changelog and how far it seems to have diverged from V. Personally I don't want to be worrying about whether I have to take two steps into a monster to charge it or how to dodge etc and that is not to mention the range of diseases that I don't want to worry about dying from.

Angband is ostensibly a simple game and Un strikes me as too involved to just pick up when I fancy a change from FA. The relevance here being that I decided to try something new last night, so I picked NPP. This is marketed as a kind of V+ so I dived straight in and am enjoying it so far (though I don't know what is going on with the terrains yet - but I believe they were borrowed from Un ;) ).

Hope that helps,
Si

ajps August 17, 2007 16:09

Well, I never really had a hook to get me into it, I suppose. Sheer wealth of "things" is about the only description of the game on the berlios project page, and I'm not sure I've ever seen a description of the game that isn't a comparison to V or another variant. Not that Un is unique in this, most variants are made to be "different in these ways" and so that's the best way to describe them, but I don't play most variants either. :)

So I'm signing up for being sold it too. Sell me the game on it's own terms and it's more likely I'll be drawn in if I do see something interesting there.

Bodkin August 17, 2007 17:08

I'm already a fan, but I'm currently not playing that much.

Pro:
I love the extra features. E.g., the fact that so many of the things that I ignore in Vanilla are useful, even the harmful mushrooms and potions. Dipping my arrows in things is great. The blood trails, the combat leprosy (that is, monster parts falling to the floor), the shrines which I am still trying to figure out ... I enjoy it all. I also think the detecting system, with its warning when you pass outside of detection range, is superior to Vanilla.

Con:
It still has some annoying bugs, such as that unholy "magic bag of items" whose primary function seems to be to crash the game, or else permanently destroy an inventory slot. Also -- and this may only be me -- I just don't find the wilderness model all that immersive; I much prefer Zangband in this regard. But when I turn off the campaign in the birth options, it isn't so good because scrolls of recall are very hard to acquire. Finally, the documentation is way behind the development; there are many races and classes that have no description listed. Is there any difference between a Man of Bree, Man of Rohan, Man of Gondor, and Man of Harad?

I live with and work around all these things for the sake of the features I like, and it's generally worth it, but to me these are all fixes that would be nice to have.

Finally, I still haven't mastered Vanilla, so I'm still spending a lot of time with that. I want that as a foundation so that I can evaluate variants more knowingly.

Does this help? Just my two bits; I hope it's what you were seeking.


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