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This is pretty funny. I have some changes I've never really mentioned like removing ambushes and dungeon guardians but I haven't changed anything with staves of healing. By the way, for years I have broadcasted my poschengband games on termcast.org and an irc channel of people have watched me play, there are several people here more reputable than a scumlord like me who can prove my innocence.
Edit: Out of curiosity I went into devices.c and changed EFFECT_HEAL_CURING to a level 1 effect. What this seems to do is cause all DL1 staves to be cure wounds, and seemingly no DL80 staves to be healing. Pretty bad deal, why would I want to do that? Also, in the character sheet these level 1 healing staves aren't even listed as "Cure Wounds" in the item tallies. This display bug is present all the way back to 4.0.0 for me because that is when this item tracker was added to dumps. It also shows up on the one poschengband-r game I won, which I didn't modify at all. |
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I also think clouded has contributed a ton of stuff not just to poscheng, but many other variants as well. I've also learned a lot by watching him on said termcasts, although he probably still thinks I'm a total scrub. Yes, his online persona is a bit edgelordy sometimes but I'm very happy to have him around. I have also personally maintained changes in my own variant branches before, and I never felt the need to announce them every time. The oook ladder isn't a sacred place. Hell, I wasn't even that picky about that sort of thing when I was running the comps. I'll note that people rarely had much of a leg to stand on when they argued about what they wanted in Sil, because it was such a huge departure (was not seen to have a heritage) and half clearly expressed what the design philosophy was up-front. Porschengband is very clearly a hengband descendant with way cooler stuff added, and indeed most of the early versions of poscheng added a lot of zany things (possessors, rings, etc.) I would have described hengband as "super batshit crazy", and since poscheng appeared to be amplifying that in the first few releases, that's the philosophy I ascribed to it. Maybe it's time to make it clear somewhere central what poscheng's core intended flavor really is? Anyhow, I think the idea of cutting all the options that are obscuring intent is a good one. At worst, someone will fork from 6.x or elli and go in a different direction, and maybe people will really get a chance to see if the direction poscheng is taking will work out. I do have my doubts about pitching a variant that discourages diving to the angband community, but I'd be happy to be proven wrong. |
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To corroborate, I'm one of those people that watched clouded's termcast enough to say; the reason clouded was annoyed with device changes was because he was already annoyed with the vanilla (6.*) level of hassle some characters had getting devices online. So am I, for that matter, but I also think it's appropriate that brawn characters need +Md to use powerful tools they didn't train for; I'd probably just smooth out the device changes instead of getting rid of them... or make it so +Md can be found more reliably, since it usually means sacrificing [M with amulet slots or sacrificing +slaying/brands with glove slots, regardless. (Also now Free Action, I guess.) Current theory for the display bug is that it has something to do with compiler differences or files leftover from previous versions that didn't update correctly. Quote:
There's overpowered things like Psion, mid-power things like Diggermaster, or low-power things like Hexmage or (non-U-discounting) Warlock, and they all have completely different playstyles and perspectives on the game, thus collectively making most other variants look bland and over-balanced by comparison. Then there's Possessor; one of the reasons Hugo played so many Possessors is because Poschengband has the best Possessors out of the few games that even have them— they offer plenty of variety each game, they aren't broken, buggy, or unfinished, they're strong, and they have plenty of silly little details that another variant would just... simplify away. I would not be surprised if most players (were all of them to read your post) failed to reconcile your perspective and their brightest memories of playing. You might not have intended the game to be so, but your work was successful enough that it took on some life of its own. ![]() |
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Forum dramas & discussions about adding porsches to the game aside: Thanks for taking the time to explain some of the game design philosophy & as always for a new version.
I've played a bit more & apart from a few bugs: mentioned up-thread, also see no-phase screenshot & the device bug screenshots. & some balance issues: Summoning being the main one. I've been enjoying most of the changes. Feedback: Free Action changes: Agree in principle, as I find binary mechanics dull. In practice? Haven't noticed a major difference other then gear decisions being a little trickier. Sometimes I'll be paralyzed for small amounts of time, I'm yet to have a "that was close" or "that got me moment". See Invisible/Telepathy Changes: Again in principle agree. In practice? It's been more of a hassle/annoyance than a gain Summons: Seem out of control. I already mentioned Utgard-Loke. I'll add Gachapin & Scylla. I'll also add that crypt creeps for me have become instant teleport. Not dangerous, not interesting, just see crypt creep=teleport. Poison: Seems an improvement. However the only character I've fought great venom wyrms with was a phase spider, so unsure how the balance is late game for anything else. Turn loss for empty devices??: Why was this reverted? What does it achieve other then me constantly checking invenory menu for charges? Seems an added UI hassle, breaks immersion for me, slows down an otherwise smoth flowing combat. Minor quibble about statues: Why do they now stack? Were people really hauling them back to sell? Dropped a fancy statue in my museum & it suddenly changed, must of secretly been a mimic. |
I have never played poscheng but I think it is the best *band and I always read about it.
I came here to say that I hope chris and clouded are soon reconciled. I suspect that if all the facts were clear, they would find they had a lot of common ground. A. |
I've broken my comments up in to 3? posts for easier readability. Also spoilered my virtue rant. Hope you don't mind my verbosity. At times it's unclear if you even get around to reading comments. Shrug. Your variant & your time. do what you want, I guess.
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Easy Id: Id games don't bother me. *Id games don't bother me. Have played games with no id, find them less aesthetically pleasing. I think the changes to ego & id a few versions back were good. Just going to point out that what you're saying about "next time you play" assumes people use the same save. I don't. On the other hand I already know what egos have what & it's pretty irrelevant to me. Easy Lore: Tried it on a magic-eater. Disliked being able to check every monster for it's resistance holes. Went back to playing with it off. Virtues: Ambivalent about this. Play with it on. Mostly ignore them unless I'm a caster or a summoner. Are super annoying for nature casters, see virtue rant later on. All this said I recognize I'm in the minority. I talk & read the comments of people who HATE id games WITH A PASSION. No amount of making the id game cleverer or sexier is going to change that. They'll feel like something that annoyed them is being forced on them, because to be blunt you are talking about literally doing just that. Virtue Rant ![]() |
Final comment/rant(for now :) )
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I play a big bad bruiser (Half-Giant Warrior?). Fight things. Get stronger. Fight bigger things. Get stronger etc. Works within the design philosophy. I play a small sneaky guy with teleport games (say a Shrewd Sprite Sorcery Rogue). My whole stick is avoiding fights. My fun comes from playing where things are super dangerous. Where I have to concentrate & constantly detect because everything is dangerous. My fun does not come from fighting/killing a thousand things my own size because the game has enforced a brick wall on progression of which sections of the game I have access to. |
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