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#31 | ||
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Now, what is true is that Angband and DCSS are both balanced around a certain play style. In DCSS the balance is (relatively) easy, ensure the player has access to enough gear and enough XP to hit max level after clearing the Lair, the two Lair branches, the Vaults, the Orcish Mines, and is at the portal to Zot. Angband balance is harder and it's a constant adjustment between stat generation and player feedback. If anything it's roughly balanced around something like 99% chance of success if you clear levels 1-99 once. Normal "optimum" playstyle involves hard diving to 95-99 and scumming for gear there, but this isn't necessarily fun (in fact I dislike it, so I don't do it.) You have a very good chance of getting enough gear by clearing ~50% of the good stuff of levels (taking care to loot vaults) and only visiting each level once. Regardless optimum playstyle isn't equivalent to funnest playstyle, so as long as you aren't competing for something like playcount, it's worth it to choose the fun play style, even if it's horridly suboptimal. If clearing levels 5-10 three times each is fun, then knock yourself out. Quote:
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#32 | |
Rookie
Join Date: May 2015
Posts: 12
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Quote:
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#33 |
Swordsman
Join Date: Oct 2014
Posts: 298
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No one said anything about invisible monsters, but this rule holds for invisible monsters as well: If an invisible monster is attacking you, it means the invisible monster is in LoS, which is to say the part of the map highlighted on screen.
@fizzix: Max range has nothing to do with what I said, which is that if a monster is not in LoS, it can't attack you. Moreover, there is no "off screen, but in LoS" in DCSS the way there is in angband, barring Dwarf's bizarre misinterpretation re: invisible monsters. There are correct and incorrect ways to play any game that can be won or lost. Most people find winning fun, but when they give up on winning will settle for other definitions of "fun." But fair enough, perhaps I should have said "e.g." rather than "i.e." |
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#34 |
Adept
Join Date: Mar 2012
Posts: 141
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Have you considered the fact that maybe some people would actually play angband just to play angband, because it's fun, and not to win angband?
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#35 |
Swordsman
Join Date: Oct 2014
Posts: 298
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I think my comment does contemplate that situation...
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#36 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
In angband max_range = max_sight, so that there's a chance of running into LOS of a monster and it getting an attack on you that turn. That's the major difference when it comes to the danger of auto-explore. |
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#37 |
Knight
Join Date: Dec 2008
Posts: 644
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I've mentioned this in another thread, but I think a command similar to the DCSS command to path to the closest up or down stairs could be a useful time saver. Sometimes you are ready to leave the level, and the stairs are close enough that a respawned enemy is unlikely but it might still take a decent number of key presses to get to the stairs. It could show you the path and you could decide whether to take the risk of auto-running there or not.
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#38 |
Adept
Join Date: Mar 2012
Posts: 141
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Maybe a general "path to" command that accepts a symbol and attempts to run to the nearest instance of it.
run to -> + runs to nearest door run to -> 1 runs to grocery shop run to -> > runs to nearest stairs etc |
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#39 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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In angband auto-explore will kill you. |
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#40 | |
Rookie
Join Date: May 2015
Posts: 12
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I like some of the small changes in 4.0beta, but I have to say that without improvements to the user interface Angband will be obsolete. Most people who still like console-based roguelikes will stick to DCSS. DCSS gets updated two times a month, with regular competitions. Trying Angband 4beta is like picking up an old dusty book out of nostalgia, just to admit that there's better books out these days. |
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