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#51 | ||
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Cursed egos/artifacts start with a normal ego/artifact and then apply various bad stuff. Admittedly, often times the end result is not worth it, but I have found that often it is, especially in the early game. Later on, you can find cursed boots of speed, weapons of Noldor, etc, and then, you may be able to stomach the bad effects, especially if they touch on attributes that your class doesn't need (e.g. Spell Power for a Warrior). The goal is to change the cursed meta-game from "cursed items are always bad, and therefor something to ignore/squelch" to "cursed items might be something useful after all". (Of course, there were some cursed standard arts that were useful, but the means of cursing them were rather shallow: aggravation, drain experience, negative pvals, etc. Cursed rand-arts and egos were *always* bad items. Boots of Annoyance, boots of slowness, etc). |
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#52 |
Knight
Join Date: Jan 2008
Posts: 926
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@chris, that is an awesome idea. Mind if I shamelessly steal it for Neoband?
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#53 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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#54 | ||||
Apprentice
Join Date: Dec 2013
Location: Wisconsin U.S.
Age: 36
Posts: 97
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God forbid I'm playing another class that doesn't - when an item finally pops cursed, I'm getting rid of it immediately - no sense cluttering my inventory with what is almost certainly crap. Indeed, with the additional requirement to *id* everything in Poscheng to see what it actually does, there is less then no point to bringing up cursed items on the very, very rare chance they turn out to be a useful ego with a tolerable curse. I can see why, in theory, having mixed enchantments on items would seem like a fun and interesting idea. But in practice, especially with the way the pseudo/id/*id* hierarchy works in poscheng, it simply does not create a fun experience. Quote:
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I do have randarts turned on in PosCheng(or rather, I have normal arts turned off, since many of them are underwhelming and I'd rather try to generate useful abilities by luck), so it is a feature I'm starting to become familiar with. Quote:
Additionally, I don't really understand the lore perspective on cursed egos. Why the hell would anyone make, for example, a weapon of Morgul? Even the baddies who would presumably use them, the Nazgul and associated enemies, don't want to aggravate, or have penalties to hit and damage rather then bonuses. Can you imagine how much easier WitchKing would be if he spammed misses in melee and all his summons aggro'd onto him because his dumbass was wielding a Morgul blade? Same goes for boots of annoyance or armors of vulnerability - they exist simply as "trap" items that punish people for using without id'ing. Granted, your stated goal is to change that, but in the process you seem to have created an even worse kind of trap item =P at least with boots of slowness, if I survive, I can get to town and get them off. With a surprise permacurse, the game is over.
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C(6.3) C Erirbag [Half-Ogre Cultist] L:39 DL:Collector's Cave 2 A+ R+ Sp w:The Long Sword of Karakal (2d5) (+9, +12) (+2) C(TN/Do) W H- D-- c-- f PV s- d+ P++ M? C S++ I+ So B- ac- GHB- SQ RQ V+ F:TomeNET Game Progression Last edited by Avenger; December 20, 2013 at 14:57. |
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#55 | |
Adept
Join Date: Dec 2010
Location: The Netherlands
Age: 37
Posts: 240
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And I'm sorry Chris, but I like playing monsters who don't have id spells and most of the time crappy MD skill. So I just don't have space to carry 4-5 {cursed} items around who might or might not be an (useful) ego which you can't tell until actually ided. |
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#56 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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![]() BTW, cursed items come in 3 varieties formerly known as "cursed", "broken" and "terrible" where the latter 2 are cursed egos and artifacts, respectively. The proportion of "cursed" items decreases with dungeon level, so as you descend, those cursed items are more likely to be egos or artifacts. |
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#57 |
Adept
Join Date: Oct 2009
Posts: 207
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Permacurse shouldnt ever be a random flag imo. It should be only on *terrible* items. Permacurse is so harsh, its a flag that means "This will be good enough for the rest of the game, and swaps arent allowed"
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#58 |
Apprentice
Join Date: Feb 2010
Location: North Carolina
Posts: 58
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*ID* should go.
One of the things that holds me back from taking another stab at Poschengband is *ID*. After the blessed relief of playing Vanilla without it, the idea of slogging through a variant with it is painful. Doubly painful given that you seem to have greatly increased the importance of *ID* with these new mixed-blessing items. What precisely is the fun experience you're trying to create by having such an emphasis on *ID*? In what circumstances do you think that the whole *ID* mechanic is going to make a situation more fun, rather than less?
The optimal thing for a player to do is clearly to *ID* everything that needs it. If you want players to do that, then just eliminate *ID*. If you don't, then you're essentially saying, "You know, when a player's in the dungeon and they've got a bunch of mysterious randarts/egos that they want to keep, but they don't have room to keep them all, they'll have to choose which ones to keep. I think that making them guess sounds like more fun then letting them just make an informed decision and move on." And if that particular uninformed decision doesn't come up in the dungeon, then it eventually will when their house fills up with items waiting to be *ID*ed. Once again, player decision-making mana is limited. Forcing them to use it up on uninformed decisions like this isn't a great idea. Just snip *ID*, and, if you're feeling bold, regular ID. The game has more than enough depth and interesting decisions for the player to make without it. Out of curiosity, is there anybody who misses *ID* in Vanilla? Anybody that wants to put it back in, now that we've had a good dose of Angband without it? |
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#59 | ||
Apprentice
Join Date: Dec 2013
Location: Wisconsin U.S.
Age: 36
Posts: 97
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Having it appear on a low ego whip is both frustrating and inexplicable. Quote:
In PosCheng, literally anything can have any attribute, and almost all of it is hidden. That makes *ID* critical for pretty much every item you find, which isn't very cost efficient. It is certainly not a situation that lends itself to the in-dungeon decision making which I gather from Chris's posts is something he wants to be a part of the playstyle.
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C(6.3) C Erirbag [Half-Ogre Cultist] L:39 DL:Collector's Cave 2 A+ R+ Sp w:The Long Sword of Karakal (2d5) (+9, +12) (+2) C(TN/Do) W H- D-- c-- f PV s- d+ P++ M? C S++ I+ So B- ac- GHB- SQ RQ V+ F:TomeNET Game Progression |
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#60 | |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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*ID* is important, but by no means essential. Also, it is available in infinite abundance thru a town service. |
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