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#91 |
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Apprentice
Join Date: Apr 2012
Posts: 64
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You can factor in time in the dungeon as well, so it will only really be noticeable to people who do either in extremes, i.e., item/scum or monster/genocide.
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#92 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 427
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About the developement vs maintainership issue, I have a suggestion. I fully support v4 as the devteam variant so maybe we could set up a poll of sorts every month about which new features should be added into angband proper. For example this month we'd chose among other things the ego-item system. I have no idea how many active angbanders there are that check the forum and play v4, but I suggest taking a certain number and features that recieve fewer votes than necessary stay in v4.
I feel that such an approach would work quite similarly as in the age of submitting patches to the maintainer and starting variants. |
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#93 | |
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Angband Devteam member
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(Nomad's new rooms are quite popular and uncontroversial, so those could actually be porrted across - but I'm not sure it really needs a poll, because there's never been any criticism expressed!)
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#94 | ||
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Apprentice
Join Date: Apr 2012
Posts: 64
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Quote:
Quote:
The user base however needs to make the same realization and that if they are so adamant about coding and do not respect and allow the dev team a lot of freedom to explore what they want then there will quickly be no dev team outside of variants which by definition do exactly what they want to. Again, it is just the willingness to work together. For example, I would really like to see Angband be more immersive in that what you do has effects on what happens in the future. This should ideally be transparent if a user does not actually try to do something and just proceeds at random, but if a user actually wishes they can modify the environment. Take for example if you play a hobbit and everything you but is all light armor as you are rping. The store owners see this and start offering more light armor. If you just buy armor at random then you don't see any effect. But if you are a half troll and the first thing you do is select all heavy armor, and you always select heavy armor even above light ego's you see the effect in game. Now I am one person, it is kind of mental to assume that this means it has to be a dev-team priority. But lets assume that this becomes popular, people start to talk about it and want to make Angband have more of these features. If the dev team ignores this then it is hard to see how they can call themselves the dev team for Angband proper as they are ignore the user base. |
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#95 |
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Prophet
Join Date: Dec 2009
Posts: 4,894
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Thinking back, I believe that the current dev team has a stronger integration with the community than any previous maintainer has ever had. We do a lot more discussing of potential features before they get implemented, and a lot more analyzing of those features once they are implemented; my memory of the old days is that a maintainer would simply implement changes on his own, and very rarely would the community backlash be sufficient to get him to change his mind. To be fair, the maintainers were also a lot more conservative back in those days, so there were fewer controversial changes going in.
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#96 | |
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Angband Devteam member
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Even if the userbase were to agree on the (un)popularity of an issue (and in my 3.5 years on the team I cannot recall any such consensus), the fact remains that if nobody actually codes any changes, nothing will get added (or removed). Now this has become 1000x easier with github - anyone can offer a pull request whenever they feel like it, and there is far less excuse for the devteam to 'ignore' such offers (c.f. patches sent to previous maintainers disappearing into black holes) - but the problem is not that we ever ignore pull requests (we don't), but that they don't come nearly as often as the opinions do. This is the flip side of the v4 issue - we no longer get criticised for changing things people don't want, because all the potentially controversial changes go into v4 instead. But there's no solution (other than pull requests) to changes people *do* want but which none of us have time or inclination to code. So I'm still of the view that Angband proper is whatever the devteam releases, unless and until someone else releases something that's deemed to be "more proper". (An obvious candidate would be Eddie's 3.0.6-based variant, should he choose to release it.)
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#97 | ||
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Apprentice
Join Date: Apr 2012
Posts: 64
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By the way, is anyone compiling Angband on Windows with some free compiler? Quote:
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#98 | |
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Angband Devteam member
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Blubaron builds using Visual Studio; I can't remember whether his instructions are included (I think they are, but in a different file, under src/win/).
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#99 |
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Apprentice
Join Date: Apr 2012
Posts: 64
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Thanks, I am going to look at a build.
On a rather ironic note, I realized that the exp levels are actually just in the TXT files so I can adjust them as high as I want trivially. I just don't like that if I actually clear pits/vaults that I hit CL 50 far before DL 100 so I actually avoid them as I don't like playing with a max exp (cl) character. |
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#100 | |
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Rookie
Join Date: Oct 2012
Posts: 7
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It breathes identification. -more- |
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