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Personally, I think Ironman should not be the default because making it the default goes against the spirit of Angband. Fundamentally, Angband assumes each player understands what they do and do not find fun and will adjust their playstyle accordingly. Making ironman the default effectively tells people who like to grind that they arent playing the game as intended. Meanwhile, the cureent default says nothing one way or the other about how much grinding is necessary. Want limited resources? Just dont take the upstairs! Nothing except the player is keeping them from playing ironman even with the current default.
However, making ironman default does restrict players who like grinding or at least having it as an option. |
Wow, what reactivity :)
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Anyway, thanks for this simple answer, which just makes perfect sense. Plus, I'm pretty sure playing with some .txt could be another way to "ease" the game. Well, I won't toy with this, clearly... but if it's possible, it's a quite good thing already. |
It occurs to me that the easiest way to make Ironman playable early is to set the depth of _Teleport from 20 to ~10. For nin-ironman, an early escape isn't a big deal: recall is always an answer to exhausting your consumables. Ironman has no such mechanism.
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For me, the reasoning is simply that I don't like people telling me how to play the game and I don't tell the others how to play. I strongly dislike stairhopping in order to generate a profitable level, but as long as I can set forced descent or ironman as default myself, why should I care people playing that way?
Nowadays, I even think that suggesting changes here in the Forum is often labeled as forcing people play like you'd like the game played. This is nothing new in roguelike communities. I'd guess everyone has a beef about something. Believe me, I would turn off endless stream of wolves and wargs if I could. |
Forced Iron-man?
I'm confused. I've never been a big fan of angband ironman games. The game is difficult enough to begin with without dying because I ran out of light or food or escapes or cures. I also like to know what my artifacts/weapons do. The way I learn most runes is by either using or selling. I HATE making inventory decisions because I'm out of slots already. You're going to deny me access to the house? <ick> No upstairs never made sense to me. Are the stairs all chutes/trapdoors that go down a level. No level regen would make sense but the game's been this way for 30 years. I've always assumed the stairs were multiple and you just ended up on a different floor when you came back up. I mean, I guess "I like ironman. We should make the default ironman" is a perspective. But if you want to play ironman, there's no reason you can't play it that way without making everyone else play it that way. When they turned off selling as a default (which I liked), there was a trade off of gold being relatively more common in the dungeon. What tradeoff do you propose for making iron man the default? |
@Sfpp
It's not that "I like Ironman", but I just happened to realize all the "great roguelikes" I loved those last ~10 years did include that among their default settings, which don't necessarly make them hard to win with default settings. When thinking back to playing some good ol' *band those last years, I always tought... "Meh... too long, too much grinding... just NO". Essentially, since I'm not an *band expert, the game was pretty hard to approach again for me. After this thread, I created a fresh (ironman) high-elf ranger, which is somewhere around CL27 and DL23, with decent stuff (includes a *cold weapon dropped by an orc chieftain, @DL13 IIRC, and good sling, bow AND cbow), but the game's pace seems to slow down already, and having used most my phase door scrools to get rid of a dwarf disenchanters triplet, I wonder what will happen next. Anyway, what I'd like is a faster rythm, with less grind, less necessity to find "THE good gear pieces", no need to save some specific precious consumables (basically, escapes&healing). Something more forgiving. Think of Slay the spire, Binding of Isaac, or DoomRL : a game lasts a few hours at most, and therefore, you don't care much about losing some character to YASD, or having made a bad choice. Also, the difficulty starts pretty easy, but increases as long as you understand the game, and ends-up beeing very serious. This lets you discover the mechanics / items / enemies softly without making the game pointless once you completed it once or twice. THAT is what I'd expect. Not an easier game, but a faster one, where learning about this or that isn't a pain, because the characer you lose would only have a few hours of play behind it. Not dozens. The most important aspect I see in "modern roguelikes" is that it incites players to try things out, rather than the current "old school" approach we still have here, which lets us farm as long as we want, without any in-game drawback. This morning, I was reading http://angband.oook.cz/forum/showthr...t=10808&page=1, and it points out some of the biggest issues -- from my pov -- in *band. Seeking stat potions, for example, should IMO be replaced with something cooler, like the stat gain every few levels in Hengband. IIRC, Vanilla improved this significantly... but didn't really "fix" it. Anyway. From what my hall of fames tells me, last time I played, I ended-up winning with several race/class combos, but my gnome mage, while he didn't die, didn't win either. ... I suppose I just got bored of diving / banishing monsters / looting enemy-free vaults. Well, I didn't intend much to continue posting in this thread, since I already gave my opinion, and am not gonna try to "educate" the community by explaining how "my way is the best", right ? :o)) But if you did read what I wrote before posting this, I might have just not been clear enough at all, so I'll go in a bit deeper... Quote:
And from my experience, as soon as you start understanding the game a bit, it looks wayyyyyyyyy easier. To me, the problem isn't that the game is hard (I don't think it is), but that it's hard to learn, since it's an old game, of which most aspects aren't obvious, and often undocumented (or at least, not contextually, which is close to the same). Quote:
Unneeded things like those 20 pages are, IMO a really bad thing to encourage. People wouldn't feel they need it if only they were aware of what they really need to win. What I'd like is a game giving me an easier way of experimenting what I actually do need This can be done via an easier default difficulty,with better drops, and/or a stats & HP multiplier, etc. Maybe having the quantity of carried heal/escape limited more by inventory space than frequency of appeareance could be an idea ? More in-game help, like Monster Train's "everything-is-fully-and-contextually-described" would help a lot too. My ranger found some mushrooms of terror... What does the help say ? Quote:
With preserved levels, maybe people would tend to delay vaults, and go back with some more CLvl to clear them easy ? But since the loot wouldn't be out of depth anymore by then, it might not be a problem either... anyway, I doubt going back is necessary, and it looks like one of those "don't encourage bad habits" thing, but I'm not sure it would really affect the balance. Quote:
When I said the game "should be balanced accordingly", this implied a *lot* of things. Basically, and not extensively :
Ok... it looks like a full variant already now >.< Hey, I just meant to "make games faster/smoother/better/funnier", yet still playable. Not much more ! Anyway, sharing my point of views was what mattered most to me. I can easily understand the conservative vision of most veterans when facing this, for sure. And I'm myself very resistant to change, so how could I have expected everyone instantly agreeing with my point of view ? I'm also pretty aware of the time all this would need to balance (and code, even if I assume most core aspects could easily be done without insane reworks). I hope the post-wall wasn't too heavy to digest... I made my best to avoid it in my previous posts ! |
Ironman does not allow drawn out fights, except in the rarest cases. It especially doesn't allow it in a class so horribly dependent on ?phase door as a ranger. Make sure to kill every non-unique thief you detect. They drop ?PD with high odds.
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