Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Variants

Reply
 
Thread Tools Display Modes
Old February 28, 2008, 17:44   #1
bonzo
Scout
 
Join Date: Sep 2007
Location: USA
Posts: 43
bonzo is on a distinguished road
Small Levels

I usually play NPP and recently started playing with the "All Levels Will Be Generates As Small" option On. I guess I thought before if I played with small levels, I would be getting a "Junior" version of the game or something. Now I realize that was incorrect as it does seems a bit harder...at least to me.

The NPP options.txt help file says: "All levels will be generated as small levels, giving you less space to which you can run..."

I'm seeing that most of the players on the ladder (from various variants) turn this option on. Just wondering why this is so?

Do small levels really make the game more challenging? Or does it make for a quicker game? Or something else?
bonzo is offline   Reply With Quote
Old February 28, 2008, 21:51   #2
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,780
Donated: $40
Pete Mack is on a distinguished road
Once you get accustomed to small levels, the game is quicker, not harder. You are always near the stairs, monsters have less time to wake up, you need less sources of detection to cover the level. You can't run away, and teleportation is noticeably more dangerous, but there are other ways to avoid monsters.
Pete Mack is offline   Reply With Quote
Old February 29, 2008, 14:51   #3
pav
Administrator
 
pav's Avatar
 
Join Date: Apr 2007
Location: Prague, Czech republic
Age: 37
Posts: 777
pav is on a distinguished road
Send a message via ICQ to pav
I do also play my NPP games with 'always small levels' option enabled.

The main advantage is it reduces the tedium of a game for us, insane people, who just have to fully explore each level.

The main disadvantage, especially in the end game, is that it seriously limits number of vaults you will see. They just don't fit.
__________________
See the elves and everything! http://angband.oook.cz
pav is offline   Reply With Quote
Old February 29, 2008, 16:25   #4
Djabanete
Knight
 
Djabanete's Avatar
 
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 542
Djabanete is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Once you get accustomed to small levels, the game is quicker, not harder.
Really? I always play small levels because it's quicker, and it sure seems harder to me. I rely on ?Teleportation a lot and I often wind up in a position just as bad as the one I'm escaping from.

Djabanete is offline   Reply With Quote
Old February 29, 2008, 16:29   #5
pav
Administrator
 
pav's Avatar
 
Join Date: Apr 2007
Location: Prague, Czech republic
Age: 37
Posts: 777
pav is on a distinguished road
Send a message via ICQ to pav
I'd say it's harder in the meaning of missed opportunities, not in the density of enemies. But it certainly makes quest levels much harder, as the same amount of baddies is packed in smaller place.
__________________
See the elves and everything! http://angband.oook.cz
pav is offline   Reply With Quote
Old February 29, 2008, 17:26   #6
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,780
Donated: $40
Pete Mack is on a distinguished road
Quote:
Originally Posted by Djabanete View Post
Really? I always play small levels because it's quicker, and it sure seems harder to me. I rely on ?Teleportation a lot and I often wind up in a position just as bad as the one I'm escaping from.
Well, I did say you can't run away or rely much on teleportation. Clearing levels is a lot harder, but I don't clear levels. I do duck down stairs often, if the level looks too hairy. It helps to carry arrows and/or some kind of area device to wake up monsters, and let them come to you. And I don't do quests past dl 1...
Pete Mack is offline   Reply With Quote
Old February 29, 2008, 20:23   #7
Djabanete
Knight
 
Djabanete's Avatar
 
Join Date: Apr 2007
Location: Berkeley, CA
Posts: 542
Djabanete is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Well, I did say you can't run away or rely much on teleportation. Clearing levels is a lot harder, but I don't clear levels. I do duck down stairs often, if the level looks too hairy.
Your ways are mysterious to me

I try not to clear levels either, and use down staircases in preference to up staircases when I need to get away. But this playstyle leads to increased dependence on running away and teleportation. So that is why small levels are hard for me.

Then again I don't play NPP, I was referring to my experience in Entro.

Your idea about deliberately aggravating monsters is interesting. Do you mean something like an uncursed =oAggravate which would enable you to toggle your aggravation to bait monsters?

EDIT: Heh, I never thought about using Calris as a swap just for the aggravation. ^ ^
Djabanete is offline   Reply With Quote
Old February 29, 2008, 20:50   #8
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,780
Donated: $40
Pete Mack is on a distinguished road
I just don't rely that much on Teleport Self no matter what. Teleport Level or Teleport Other is a lot safer, and with guaranteed successful recharge in the shops, the wands last a long time. (Don't fight monsters with electricity attacks, including those nasty blue molds.)

And I tend to play high-stealth classes like Kobold Rogue. Also, I prefer Lanterns of Stealth over artifact light sources until pretty late in the game.
Pete Mack is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Feature Request: Optionally persistent dungeon levels TJA Vanilla 6 August 22, 2007 10:42
Angband Variant without random levels? TJA Variants 32 August 18, 2007 16:47
Feature Request : Gaining levels no longer causes hit-point loss when not hurt. Elsairon Vanilla 6 July 13, 2007 09:51
[Un, others] Difficulty levels andrewdoull Variants 10 May 29, 2007 22:00


All times are GMT +1. The time now is 03:13.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.