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Angband \\ Old Man Willow, Mirkwood Spiders, Gorbag, hydras, & a tricky banshee
https://youtu.be/mFhDc0tz52I Level 27 human warrior at dungeon level 20: 0:00 - start 2:49 - cold hounds 13:52 - Old Man Willow 21:42 - L21: Mirkwood Spiders 37:51 - Gorbag, the Orc Captain 47:05 - town 57:45 - L22 - hydras; banshee trouble 1:02:34 - wrap-up & what's next! Can't seem to find wand/staff recharge scrolls so I guess just give 'em to a shop and buy 'em back charged back up? And then uh don't accidentally pick them up together with another that has no charges and get the charges suddenly split across the two. = P |
Hengband \\ High-Elf Weaponsmith start! But watch that first quest! = oo
https://youtu.be/bbgOEMpc2pY 0:00 - start 2:00 - character creation - random! 7:40 - High-Elf Weaponsmith in Outpost 11:17 - "O" - "Power" menu 11:47 - "M" - Essences & enchanting menu! 21:50 - More "M" essences menus 27:03 - Yeek cave 36:50 - Dr.Volga 42:04 - Greater Hell-Beast 56:14 - Essence extraction & enchantment 1:05:37 - IDing & selling in town 1:22:38 - Dump Witness quest 1:24:48 - restart ;_; 1:30:08 - Yeek cave redux 1:41:30 - Laika, the greatest beast of USSR 2:01:41 - Poltergeist 2:03:54 - Town 2:13:44 - Katana 2:18:34 - wrap-up & what's next! Oh I forgot to try that "O" key "Judgment" power (11:30) again once I hit level 5. I was thinking of reporting the inclusion of Hato Poppo, whose description calls him a "natural human," in the Bird category of the monster Knowledge base (1:31:59) as a bug, but I think I enjoy imagining him as a secret bird man. I generally hate "crafting" in games but this weaponsmithing thing actually seems kind of cool so far. It also seems like something that could just end up way overpowered, but there's a ton I don't know about, like, what are the limits on how many enchantments an item can have, what enchantments can go on what items, and so forth. I looked back at my previous play of the "Danger level: 5" "Dump Witness" quest https://youtu.be/otPi3xAh5VI?t=7816 , and there is indeed a Cloaker hiding in the middle of the main room--that's a level 13 monster. It didn't kill my Barbarian Berserker because they were a) level 19 and b) had an item of Free Action, so it couldn't paralyze them--but I still don't think it's very cool to ambush a noob with a level 13 monster in a "level 5" quest, and probably the very first quest they take; it was making THIS noob think they just shouldn't try quests anymore; one moment the level 6 weaponsmith was checking out the "items" scattered around the room, no monster in sight in the room, and the next they were dead on the floor, having been ambushed, paralyzed, and killed by the cloaker--a monster over twice their level--in the blink of an eye. Jeez and that Killer Bee, the monster behind glass in the adjoining room, is level 9. How is this "Danger level 5"?? I've reported this to the Hengband team as an issue to look at: https://github.com/hengband/hengband/issues/2472 . They may just tell me "get good, noob," which is legit; or possibly they *like* teaching the player a harsh lesson at the beginning, to try to teach you to do things I'm too lazy to do, like constantly using detection spells/abilities, or making sure to get an item with Free Action before you do anything at all (although I'm now level 8 and don't think I've seen one yet, drat). Guess I ain't gonna try that quest again until I get something with Free Action. I suppose I could try shooting the cloaker from across the room with the crossbow I have now...but if it survived that barrage it could still paralyze and kill me. Yeah better get Free Action first. Update: Ahah and the developers' reply actually covered "get good, noob," schooling the player, and using a ranged weapon: Quote:
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I think that quest is supposed to teach you that mimics exist and you can discover them from distance by looking - 'l' command would tell you that's not an ordinary cloak, and it'd disappear once you break line of sight (unlike an item). Hengband quests already could be tough for their level - Thieves Quest has 2 Bandits (level 8 in level 5 quest); Sewers has White Crocodile (level 20+, nasty melee), devilfishes (breath attacks); Doom Quest I is far tougher without double fire resist; Mimic's Treasure and Cloning Pits can be very nasty for unprepared players, and Royal Crypt has a deathtrap that could work against endgame characters as well.
EDIT: Also, you can throw torches for significant damage in early game ('v' command). Buy some from General Store (use lantern as light source anyway) and use them deal with those mimics. |
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Anyway now that I know quests are in at least some cases purposefully set up to assassinate the player, I'm just going to avoid them. ; ) |
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I don't really care about boosting my character, I don't actually want to "beat" games I like, I want them to keep going. I'd skip the Morgoth or whoever quest if I could. Not into "die and learn" content, and not that interested in non-procedural content anyway. |
It is fine that you don't like quests, they are all easily avoided except the final two. However, a lot of people do like them. My understanding is this:
Quests bring variation to the game -- tired of descending the dungeons, take a break and do a quest or two Quests offer high risk/reward for the player looking for a quick boost of power -- this reduces tedium of slow progress of just diving Quests offer interesting challenges. Many are "impossible" the first time you run them but the fixed setting allows for trying new strategies until you eventually learn how to meet the challenge. Personally I enjoy the level 50+ quests in FrogComposband much more than the final two fights. For instance, I recently took a wrong downstair ending up in the Royal Crypt (level 70? quest) with a level 34 character and made it out alive without failing the quest. I din't get the really sweet loot, but still a very memorable moment and great satisfaction. And the thing is, if quests were tuned to be of "normal" difficulty you would soon do them without looking and devs could just as well replace them with a lottery - enter, get random loot, get out. |
"Dump Witness" is a pretty stupid quest. Either you die because you don't know it or shoot a bunch of immobile stuff for free xp and then collect the loot. Most of the other quests are better.
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I haven't found myself having to grind at all in the beginning of Hengband. The one time I went all the way through the Yeek cave beginning dungeon so far, I came out massively over-leveled, having done zero quests.
(Then I went back and did the beginning quests and, since their scripted content didn't scale, found them to be no challenge, with useless rewards. The "lesson" of that first quest was lost entirely, because the cloaker bounced off my level-19-character-with-free-action and died immediately. Free action also made Old Man Willow, another early quest, feel silly. I suppose this is also pointing to the on/off of the free action buff being a bit goofy--but thank goodness; obviously some developer knew that paralyzing the player just sucks.) Elevated risk and elevated reward for optional side quests is fine. What strikes me as poor game design and an excellent way to ensure that many players quit your game and never come back is giving such a side quest an intentionally misleading difficulty rating, and purposefully setting it up to assassinate the player as a way to "teach" them a lesson--in a permadeath game, no less. This is going to lose you players, as a lot of people will decide they have better ways to spend their time. |
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