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Search: Posts Made By: Susramanian
Forum: Variants June 6, 2018, 22:18
Replies: 133
Views: 10,117
Posted By Susramanian
I've been eagerly anticipating this for weeks....

I've been eagerly anticipating this for weeks. Thanks for all your hard work!
Forum: Variants December 10, 2017, 22:28
Replies: 49
Views: 7,319
Posted By Susramanian
I'm excited to see such active development! I'm...

I'm excited to see such active development! I'm extra excited to see that you've made a change to weaponsmiths, my favorite class. A while back I posted a big pile of weaponsmith feedback after...
Forum: Variants June 19, 2017, 05:52
Replies: 65
Views: 8,930
Posted By Susramanian
Weaponsmith feedback

Here’s some feedback on Weaponsmiths in 5.0.5, most of which I assume is still valid for 6.1.0:

First, thank you for this wonderful class. It got me my first Poschengband winner and kept me...
Forum: Idle chatter October 17, 2015, 20:46
Replies: 2
Views: 2,109
Posted By Susramanian
Demo!

We've just finished making a big, free demo available for Windows. It has Oafmatch's first three zones, which should make for about five to ten hours of gameplay. We don't have much of a social media...
Forum: Idle chatter October 10, 2015, 23:48
Replies: 2
Views: 2,109
Posted By Susramanian
Oafmatch, an RPG with an optional roguelike dungeon

Hey, all. I never have been able to kick my roguelike habit. I just submitted my first game to Steam Greenlight, and though the game as a whole is not a roguelike, there's an entire endgame mode that...
Forum: Vanilla December 28, 2013, 16:48
Replies: 55
Views: 6,683
Posted By Susramanian
Very nice! Angband would be a much better game...

Very nice! Angband would be a much better game with a system like this.
Forum: Vanilla December 28, 2013, 15:44
Replies: 55
Views: 6,683
Posted By Susramanian
Figuring out a way to tell the player their...

Figuring out a way to tell the player their chance to hit a given monster is OK, but we could do better. Ideally, we make hit chances based on such a simple system that we can tell the player how the...
Forum: Vanilla December 24, 2013, 19:39
Replies: 55
Views: 6,683
Posted By Susramanian
It's true that a player never needs to know their...

It's true that a player never needs to know their exact chances of hitting. However, when it comes time for a player to decide whether to go with a ring of accuracy or a ring of damage, the problem...
Forum: Variants December 20, 2013, 20:54
Replies: 189
Views: 59,618
Posted By Susramanian
I had forgotten that. Never mind that bit in my...

I had forgotten that. Never mind that bit in my post above where I talk about houses filling up with *ID*-needing items :)
Forum: Variants December 20, 2013, 20:19
Replies: 189
Views: 59,618
Posted By Susramanian
*ID* should go.

One of the things that holds me back from taking another stab at Poschengband is *ID*. After the blessed relief of playing Vanilla without it, the idea of slogging through a variant with it is...
Forum: Variants December 18, 2013, 22:43
Replies: 189
Views: 59,618
Posted By Susramanian
Woes of identification

So for an appreciable amount of the game's loot, the identification mechanic serves as... what? A simple chore that must be performed before proceeding with the more interesting task of deciding...
Forum: Vanilla November 9, 2013, 18:42
Replies: 193
Views: 26,917
Posted By Susramanian
I like having a town in Angband, but it was...

I like having a town in Angband, but it was clearly bolted on ages ago with little thought for its impact on gameplay. It takes pretty much all the urgency out of the food clock, for example, and...
Forum: Vanilla October 23, 2013, 01:02
Replies: 77
Views: 8,809
Posted By Susramanian
Whose behavior to reward?

What galls me about the idea of letting Angband fossilize is that it would be rewarding exactly the wrong sort of behavior. Temper tantrums and name calling and whatever other hostility has shown up...
Forum: Vanilla October 11, 2013, 00:52
Replies: 27
Views: 6,482
Posted By Susramanian
Opaque game mechanics

The to-hit stat, like a number of similar things in Angband, seems to be implemented in such a way that all you can say about it to the average player is, "more is good." Lots of people would say...
Forum: Variants May 3, 2013, 21:44
Replies: 411
Views: 97,649
Posted By Susramanian
I'd also like to see *Identify* removed. It's a...

I'd also like to see *Identify* removed. It's a bit silly that even basic descriptions of common items are obscured until you use a rare, expensive scroll. It enhances my enjoyment of the game not...
Forum: Variants April 17, 2013, 20:45
Replies: 411
Views: 97,649
Posted By Susramanian
Aha, glad it wasn't serious. Don't know how I...

Aha, glad it wasn't serious. Don't know how I managed to keymap escape. I didn't think it was even possible. Thanks for the fix, and keep up the good work!
Forum: Variants April 17, 2013, 18:23
Replies: 411
Views: 97,649
Posted By Susramanian
Save file sent. And yes, playing under Windows 7....

Save file sent. And yes, playing under Windows 7. While I've got your attention, could you tell me whether the option to disable selling comes with an increase in found gold, like vanilla? Or is it...
Forum: Variants April 17, 2013, 13:46
Replies: 411
Views: 97,649
Posted By Susramanian
Fun variant! One oddity that's slowing me...

Fun variant!

One oddity that's slowing me down: being at less than full health is causing interruption. For example, trying to run in a direction while at low health doesn't work. Strangely,...
Forum: Variants April 12, 2012, 14:43
Replies: 255
Views: 58,034
Posted By Susramanian
Looking forward to the update! And thank you for...

Looking forward to the update! And thank you for all your hard work. FA is beautiful.
Forum: Variants April 11, 2012, 22:27
Replies: 255
Views: 58,034
Posted By Susramanian
Just started up my old favorite FAangband...

Just started up my old favorite FAangband character type: a high-elf warrior. Overall, it feels very elegant and polished. However, there are some problems that stopped me playing after only a few...
Forum: Vanilla April 1, 2012, 15:58
Replies: 18
Views: 4,143
Posted By Susramanian
ToME did the same thing when it adopted...

ToME did the same thing when it adopted Shockbolt's 64x64 tiles, but I think it went down to a visibility range of 10. I thought it would be quite radical and feel very strange, but I barely noticed,...
Forum: Development September 29, 2011, 05:45
Replies: 801
Views: 277,730
Posted By Susramanian
ToME went from a view distance of 20 down to 10...

ToME went from a view distance of 20 down to 10 because of Shockbolt's tiles. I still use ASCII instead of Shockbolt's tiles, because I like to be able to see the whole zone at once, so I didn't...
Forum: Development September 24, 2011, 22:01
Replies: 801
Views: 277,730
Posted By Susramanian
What about making the scales much larger? Say, at...

What about making the scales much larger? Say, at least four times the size of these scales. Then there's room to show some detail; I picture dragonscale armor as rather glossy, myself.
Forum: Vanilla June 16, 2011, 23:19
Replies: 168
Views: 30,842
Posted By Susramanian
Here's a well-written essay on a somewhat related...

Here's a well-written essay on a somewhat related topic that offers some insight into why many players despise selling games: http://www.designer-notes.com/?p=369

To summarize the bit that applies...
Forum: Vanilla June 14, 2011, 03:02
Replies: 44
Views: 7,533
Posted By Susramanian
Potion belt

Bahman, the system you describe with infinite potions on cooldowns equipped in a belt is very similar to the inscription system ToME 4 moved to some months ago. Consumables have almost completely...
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