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Search: Posts Made By: Mikko Lehtinen
Forum: Development January 31, 2013, 00:15
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Here's a quote...

Here's a quote (http://www.enworld.org/forum/showthread.php?121380-Gary-Gygax-Q-amp-A-Part-VIII/page10) from Gary Gygax:
Forum: Development January 30, 2013, 20:19
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I recall Magnate saying something to the effect...

I recall Magnate saying something to the effect that the real problem is disagreement among the dev team. The dev team is a microcosm of the larger community?
Forum: Development January 30, 2013, 11:05
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
The only D&D version with 18/XX was AD&D. Even...

The only D&D version with 18/XX was AD&D. Even there, it was only used with Strength.
Forum: Development January 24, 2013, 10:56
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Dodge + Flanking sounds awesome. Now what would...

Dodge + Flanking sounds awesome. Now what would be the best way to copy the mechanic to Mist... (Edit: I'm developing a possible mechanic here...
Forum: Development January 24, 2013, 09:15
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
With "attack two monsters" mechanic I wanted to...

With "attack two monsters" mechanic I wanted to push the player to utilize tables, magic circles, forests and warding runes in rooms. Mission accomplished.

Berserk rage allowing attacks against...
Forum: Development January 22, 2013, 19:54
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Yeah, making terrain features matter in combat is...

Yeah, making terrain features matter in combat is so hard that it may be not worth trying in Vanilla. Most fights happen in corridors.

I think I've succeeded in Mist, but it took some extreme...
Forum: Development January 20, 2013, 20:43
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I think MaRo meant with Board Complexity cards...

I think MaRo meant with Board Complexity cards that are already on the battlefield. In Angband terms: the dungeon map and everything on it.

Strategic Complexity in MaRo's terms is how to best use...
Forum: Development January 19, 2013, 13:55
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I would love to see a *band that picked randomly...

I would love to see a *band that picked randomly 10 player special abilities out of a deck of 100. Those ten would be your character development options. For each ten character levels you'd get to...
Forum: Development January 19, 2013, 08:48
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
We might find out sources of comprehension...

We might find out sources of comprehension complexity by reading "Newbie needs help" posts.

Things like this may be the worst stumbling blocks:


Players don't know about Word of Recall....
Forum: Development January 18, 2013, 22:57
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
One more point in the same vein: combat systems...

One more point in the same vein: combat systems can be fun in many ways, and tactical depth is only one of them. An elegant system that produces surprises or "realistic" outcomes is fun even if it...
Forum: Development January 18, 2013, 22:33
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
For many people the enjoyment of Angband comes...

For many people the enjoyment of Angband comes from turning your brain off, killing monsters and enjoying the slot machine feeling. Does building a more addicting and colourful Tolkien-themed slot...
Forum: Development January 18, 2013, 21:12
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I'm talking about choosing how to spend your gold...

I'm talking about choosing how to spend your gold in the shops. Should you buy powerful one-use items or is it better to choose a slight permanent increase in combat ability? How should you prepare...
Forum: Development January 18, 2013, 20:20
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Shops are an enjoyable source of strategic...

Shops are an enjoyable source of strategic complexity. By making item prices correlate with their real worth as closely as possible, you create interesting choices for the player.

Does Vanilla...
Forum: Development January 18, 2013, 19:33
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I'm probably still the only one who has played...

I'm probably still the only one who has played Halls of Mist mystics in the last version. That's an example of board complexity going way over my enjoyment treshold!

Ironband mana increases board...
Forum: Development January 18, 2013, 19:15
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Yeah, that what I was thinking too! In Halls...

Yeah, that what I was thinking too!

In Halls of Mist I've been trying to increase board complexity by pushing combat into rooms, letting the player fight two monsters in melee at the same time,...
Forum: Development January 18, 2013, 08:42
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
This is also how Magic the Gathering is designed....

This is also how Magic the Gathering is designed. Read this (https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/172).

Three different kinds of complexity are introduced in the...
Forum: Development January 18, 2013, 08:30
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
Ron Edward's Sorcerer, a roleplaying game, uses...

Ron Edward's Sorcerer, a roleplaying game, uses opposed pools of d10's. You don't add the rolls together. Instead, you player with the best single die roll wins. If there's a tie, count the second...
Forum: Development January 17, 2013, 08:55
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I like simple rules because they allow me to put...

I like simple rules because they allow me to put in more tactically interesting features without confusing the player. As an example, a skill roll in Halls of Mist is always 1d100 under your score....
Forum: Development January 16, 2013, 19:21
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
I really like that simplified combat system,...

I really like that simplified combat system, Derakon.
Forum: Development January 16, 2013, 18:50
Replies: 91
Views: 16,286
Posted By Mikko Lehtinen
For Halls of Mist, I'm striving for asymmetric...

For Halls of Mist, I'm striving for asymmetric simplicity, where the player is very different from the monsters.

In my vision, the player is a complicated object with 15 skills with percentage...
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