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(2) While the stripped down command help files are fine, I find it difficult to understand how a newbie is supposed to glean that the stealing command is "+" "alter grid". (3) Not sure stealing is working. After dozens of attempts for a 16th level Dunadan Rogue to steal from Wormtongue, all he does is shout everytime and wake things up. Not one success in dozens of tries. Maybe just extremely unlucky, but I doubt it. |
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1. The stronger races are easier to play, and hence more newbie-friendly. 2. All races offer a comparable difficulty, hence the stronger races must be nerfed somehow. Both 1 and 2 are legitimate goals, but they lead to opposite directions. It's a political decision. An intermediate solution is: 3. The stronger races have drawbacks, but they are drawbacks which matter more to experienced players than to newbies. The old idea of having an experience penalty fits well with 3. Maybe the XP penalty just needed to be adjusted rather than eliminated? Or maybe the XP penalty doesn't seem like a drawback to newbies, but it's actually harmful because the more time you spend in the game, the more likely you are to die (as diving teaches), and then it must be eliminated? |
OK, looks like my fix to the running bug has broken pickup. I'll try to get a fix up soonish, but it will probably be a day or two.
On stealing: Uniques are harder to steal from; sleeping monsters are easier to steal from; your stealing skill depends on stealth and DEX; and heavier items are harder to steal. There are three outcomes - success, failure (monster wakes), and complete failure (monster wakes and shouts). If you're getting repeat complete failures, you're not ready to steal from Wormy yet. Good point about the command list. |
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As things stand, a level 16 Dunadan Rogue with no extra stealth bonuses, normal speed and with Dex below 18/50 wouldn't be able to steal even a ring from a sleeping Wormtongue. The maths gets in the way. (Might just pull it off if you slow monster the chap.) |
Here are my answers/opinions/feelings on a few of the points that have been brought up recently. I'm trying for the most part to progress the discussion rather than finish it; that said, at some point discussion over the form of 4.2.0 will cease (and I guess discussion on the form of 4.2.1 will start...).
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All that said, I do think that having one race strictly better than another (ie no relative disadvantages) is probably not desirable. Given that High-Elves are almost strictly better than Elves (Elves have better disarming skill), I'm probably OK with increasing the High-Elf modifier a bit. Dunedain I would leave where they are - while they are strong, their lack of infravision is a notable disadvantage compared to most other races. I also think it's actually a good thing to have some races which are more new-player friendly. Quote:
Now I think that the food system as it is in current master has gone some way toward this goal, but could still use some improvements. My current thoughts are:
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Also, from 4.1 there are 5 categories of DSM for ignore - basic (Red, Blue, White, Black, Green), multi (Multi-Hued), High (Gold, Shining, Law, Chaos), balance and power. |
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I actually highly recommend Vanilla implement an "attack in direction" command like composband did, which can be targeted with *t. If you aren't next to the targeted monster then you move towards it, this provides a very simple and predictable auto-fight command macro which you can use to clear weak monsters by just hitting a single key. |
New builds up on the nightlies page and angband.live with the following changes:
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Is it considered "correct" to have disconnected levels? I have one that isn't technically disconnected (maybe), but in practice it is because it's connected only by the permanent walls of a vault. I don't really mind this, but I couldn't remember whether this wasn't supposed to happen or not.
http://www.chud.net/images/Screensho...2010-46-42.png http://www.chud.net/images/Screensho...2010-47-10.png |
My opinion on non-flammable shop spell books is they aren't necessary.
To me, each immunity has a Second-Best reason for seeking it. Non-flammable books would mitigate the Second-Best reason for Fire Immunity. My food opinion: I loved (because it was so easy) 4.1.3 getting Slow Digestion and never worrying about food except to eat an occasional Elvish Waybread. 66 gold from starting equipment and I wouldn't think about it again. That said, what I've seen in 4.2 seems good. At least there'll be no hunger deaths. Someone mentioned "better mushrooms". Perhaps they mean better versions of the same stuff that feeds longer and sustains benefits longer? I'm usually happy enough as I gain more Inherent Speed that spells, food, and effects last longer, relatively speaking. But it could be real nice to have really-long-lasting when you can't find that resist confusion or ESP item. And/Or add ones meant for unique resists: Time, Gravity, Water, Aether? |
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