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#11 | |
Veteran
Join Date: Jun 2007
Posts: 1,391
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Quote:
... and gets you killed once in a while. (Or, would, if it were added to Angband.) Last edited by AnonymousHero; May 8, 2015 at 19:56. |
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#12 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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I don't actually care about autoexplore, but I don't understand where it would get you killed in Angband any worse than shiftrunning would.
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#13 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,465
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Quote:
Have a go - I'd be interested to hear how you think it does the job you're looking for.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#14 | |
Adept
Join Date: Mar 2012
Posts: 141
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I can sort of see some justification for such a feature on very early levels. However on deeper levels, not at all.
If there is a problem with 'boring travel' on early levels maybe early levels should be smaller and become larger as the depth increases? Quote:
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#15 |
Adept
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It's been a long time since I've used it, but can't you stop the Angband Borg and control the character yourself? Wouldn't that satisfy the OP's desire for auto exploration?
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#16 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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Quote:
Not currently - although if you're playing in Linux it does work in both x11 and sdl.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#17 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#18 | |
Veteran
Join Date: Jun 2007
Posts: 1,391
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Quote:
But, yes, shift-running can also get you killed... which is why I wouldn't and don't use it past a certain level. However, I did forget about one aspect of DCSS-style auto-explore which would mitigate this type of thing, which is the auto-explore "exclusion zones" (I think that's what they're called), where auto-explore will prevent you from exploring automatically. I'm not sure if they're created automatically by the engine or if they only exist in fixed (portions of) levels in DCSS, but I'd think they'd be pretty hard to generate automatically as they would have to be to accomodate Angband's all-random levels. The advantage of that shift-running over auto-explore is that it is relatively trivial to implement (compared to auto-explore at least), but more importantly... it's actually implemented now. Auto-explore is not. ![]() |
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#19 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
Angband is a "clear some" philosophy with uncapped progression. You are not expected to be able to clear all the monsters on a level. A level never needs to be completed, since it can be trivially regenerated. Progression is uncapped in that you can theoretically get to character level 50 from just repeatedly scumming the first level. So progression in the game is given to player choice. These changes yield very different design choices in level layouts, gear, monsters etc. Certain level designs in crawl, like the Swamp layout, would not work in Angband, and should never be tried, for example. edit: regarding problems with shift-running/auto-explore. The simple solution is to cap exploration at ~50 tiles, or preferably a user set parameter. So you stop if you encounter anything interesting or you move that many tiles. This way you can refresh detects and similar. Frankly, I don't see a problem with implementing auto-explore with this caveat, but in general I agree with Derakon in that if it's necessary it's evidence of poor level design, and I'd rather try to fix that. In games with auto-explore like DCSS and TOME, I prefer to explore manually and get annoyed when the level designs are way too frustrating without autoexploration. (stuff like DCSS's swamp mentioned above, and TOME's trollmire.) |
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#20 | |
Rookie
Join Date: May 2015
Posts: 12
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Quote:
In both games you collect resistances and level up, so you won't run to an insta-kill event. This is bad game design, since the games should be about exploration and tactics, but the winning strategy devolves into picking the right fights. The available extended movement commands doesn't change this. |
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