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#71 | |
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Angband Devteam member
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And even when we know what we'd like to do, that's still different from someone finding the time to code it up.
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"3.2 is way too easy. 3.3 is not much better, but it is a step to right direction." - Timo Pietila |
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#72 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,295
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To say that we don't consider user input is also not fair. Every gameplay change I've made has either been something that someone else has suggested and that received good support here (~80%) or something that I've come up with that I talked about here and other people have supported. All major changes get ample discussion on the forums, and I've abandoned ideas that were disliked or only received tepid approval. The other point is everything I've implemented is something that I've felt strongly about, or something that I felt was a requirement, i.e. bugfixes. (Actually bugfixes really are the major bulk of my commits, and most other devs as well.) The whole point being, if I don't feel it's necessary I have no incentive to work on it, especially when there are so many other higher priority tasks that need attention. There is no shortage of open tickets for Angband, but there is limited devtime. So my statement is essentially, I don't think adaptive shop prices is a priority. While I understand that you feel strongly about it, it's way down on the list of things that bug me. So I'm not going to spend my Angband-coding time implementing it. If someone else wants to work on it, that's great! I'm not going to stop them. I'm not even going to say, "Hey, you should work on this other project instead." If you want to pick it up yourself and work on it, awesome! |
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#73 | |||||||
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,295
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Specifically, what did you like about 3.0.6 that is missing now? I'm hoping you like 3.4, I think we've fixed a good chunk of the problems in 3.3, at least with item generation. |
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#74 | |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,716
Donated: $60
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"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#75 | ||
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Apprentice
Join Date: Apr 2012
Posts: 64
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There is nothing wrong with that, some of the greatest roguelikes are variants. Zang for the most obvious is still played, it inspired Heng which is still played, and that inspired Entroband then Chengband etc. . These are all great, but you can clearly see how they are "this is what I want" coding. Again, nothing wrong with that, the entire thing started off as "this is what I want" to get Moria from Rogue. But again if this is what you are doing then don't claim to be maintaining Angband proper. Quote:
The largest thing to me which stands out is gaining replayability through randomization. Think back to when you first started playing Angband, provided there was no spoiler searching, the main thing that made it a challenge was not knowing. If there was a random element to monsters this would add challenge for experienced players (especially if it was monster level based) but be almost transparent to new players. The only thing you could do when you see a monster that you had not saw before is : -try to judge from its description, level/vault placements -hit it with your best distance attack -get fully buffed and try a round of melee etc. . This would make probing much more powerful as well. However it could be argued this is such a major change from gameplay and it would not be Angband proper any more. |
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#76 | |
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Knight
Join Date: May 2007
Location: US
Age: 35
Posts: 554
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Now on the other hand and I acknowledge that I might be in a minority here, I like older version "WoW" moments, where you didn't know everything about the game, I feel there is almost too much information given, blows/round damge/round etc, making it easier in some ways, but also it's nice for new players to have that wonderment feel about that item and not immediately knowing all about it as soon as they pick it up. I think from 3.0.6 backwards had that wonderment feel about item generation, less in game knowledge. specificaly I like 2.7.8, after that I stopped liking the changes aside from bug-fixes, which are always nice, this version still had the Moria/original Angband feel, so I guess you could call that nostalgia, and I might be in a minority here. As far annoying gameplay, yup 3.0.6 and as far back as 2.7.8 had annoying hounds, I still think they are a problem though, I think they should be nerfed to solitary creatures, and the "Friend" flag removed from the code, you still have packs of wolves, white wolves, spiders to deal with, and more than that I hate hell hound pack generation, again fine as solitary creatures. Amnesia, was actualy a minor annoyance, usually had a permanent means of Id anyway, I'm a verteran of Sang, where Ameneisa, mind-blast, was common so used to it I guess. To sum it up change wise, the town is less intersting from 3.0.6 on, don't like that change, I for one liked finding things I needed in town, it was a way to spend my money, and there was still a thrill of excitement when you found soemthing interesting in the stores, and more when you tried to come up with a way to buy it without having the gold. Stat drain worked better with restore potions, again in 2.7.8/3.0.6 you didn't always find the restore potion you needed so I felt worked just fine. Love the new randart code, and the old shop ui code going into 3.4, if stat drain was reverted back to the way it was, the shops generating things interesting again, and less player knowledge about item generation, to where you know what it does but blows/round/ damgage calculation was hidden, then I would chalk up 3.4 as probalby my favorite, but for now I'm playing 2.7.8, will try 3.4 when it comes out. |
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#77 | |
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Apprentice
Join Date: Apr 2012
Posts: 64
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#78 | |
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Knight
Join Date: May 2007
Location: US
Age: 35
Posts: 554
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Some levels it's best to just plum leave on.
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#79 |
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Apprentice
Join Date: Apr 2012
Posts: 64
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With poor detection they can be a bit of a problem as they don't come up on detect evil which is one of the easiest to fine and gravity / impact hounds have caused the death of more than one adventurer who stayed on the level, later forgot and teleported into LOS of a bunch of them.
It might be nice to actually reward people who hunt them by reducing the frequency, i.e., you are genociding them if you kill each pack when you see them. Similar if you kept ignoring them they would get more and more frequent. This would prevent the min/maxing approach to Angband which is common as monster information gets learned. |
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#80 | ||
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Angband Devteam member
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"3.2 is way too easy. 3.3 is not much better, but it is a step to right direction." - Timo Pietila |
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