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#81 |
Apprentice
Join Date: Feb 2009
Posts: 56
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Splitting memory out from save files (making it per-player, not per character) seems right.
Thematically it says "ancestors", but it isn't too much of a stretch to allow for multiple descendents if the theme is important. Mechanically it's recording things that I did as a player, and making multiple separate such recordings makes things more confusing for me, at least. ---- Mostly though, i lose monster memory because when I decide to start playing angband again it's typically on a new computer, and I don't think to go fish out an old savefile from another computer at another location. Eg, right now I started playing Angband on the train. So my fantasy would be that monster memory would be cloud synched. (Not a realistic fantasy I guess.) |
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#82 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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@ Tak: As long as we're heading down this read... how would you feel about full item knowledge as an option, seriously? Instant full ID on sight. IMO this might be interesting, and would certainly fall in line those who want to streamline the game, have limited time to invest, or simply don't like the ID mini-game.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#83 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I once patched the game so that everything automatically identified itself. It works decently well, though it does IIRC leave you vulnerable to losing artifacts (since identifying an artifact counts as "seeing" it). Certainly this style of play is preferable to the ID game pre-3.1 or so, which is when I tried that patch.
My personal preference would be to switch everything to a "flavors"-style identification system. Different ego items are just different flavors, so once you recognize one Holy Avenger, you recognize them all. Pluses, pvals, random high resists, etc. would all be automatic once you recognize the flavor. Artifacts can be automatically fully-ID'd since they're unique; justify it as the lore about famous items being well-known (as e.g. Glamdring is well-known as a bane of orcs). The main goal of this is to make finding an un-identified item be innately exciting, since it's something you haven't encountered before (with this character). |
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#84 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,578
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Tome 4 plays this way. Both full monster info & item info from the start. It works, it's just different. Not my preference, I like the Id game & find the idea that my character is omniscient a little weird. However I understand why others like to play that way & can see no reason to label those players a "cheat". Just a different way of playing, same as ironman or no selling or any other optional setting. Why not just let people play the way they want to play? Makes no difference to my enjoyment of the game.
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#85 | |
Swordsman
Join Date: Jun 2012
Posts: 371
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Quote:
The earlier programmers of the game came up with a balance they preferred and decided that instant monster omniscience violated that balance. I personally think that since this was an earlier choice, some respect should be given to that determination by the current devs. If this were an entirely original game then I wouldn't feel that way and the current programmers could strike whatever balance they wanted. |
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#86 | ||
Swordsman
Join Date: Mar 2008
Location: Burlingame CA
Age: 58
Posts: 254
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Quote:
Quote:
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#87 |
Swordsman
Join Date: Jun 2012
Posts: 371
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Hmm, just because anybody *can* look things up in the spoilers currently doesn't mean that the earlier programmers intended for the game to be played that way. I don't recall the monster spoiler being around 20 or so years ago.
As I pointed out with the CM2100 Championship mode example - when you're playing that mode all the in-game conveniences (take backs, hints, etc.) were disabled. The programmers obviously couldn't prevent people from going outside the game and doing things like analyzing moves on a board but I'm pretty sure that was contrary to the spirit of that particular option. I think the game design indicates that it was the intent that people should discover information about monsters by playing the game. If people don't want to, they're welcome to use the spoilers, use the cheat option, or tweak the program. I think that the changing the official rules of the game in this way violates the integrity of the earlier design choices. Sort of like, if people want to play chess with 3 queens and a teleporting king, more power to them, but that doesn't mean that I think the basic rules of chess should be altered to reflect that as an official option. |
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#88 | |
Swordsman
Join Date: Mar 2008
Location: Burlingame CA
Age: 58
Posts: 254
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Quote:
http://web.mit.edu/games/lib/angband...onpedia.faq.gz I remember this particular file very well. This, and other spoilers, even predate the *.spo files that came later. There have always been people who wanted to play the game with more information and people who wanted to play it with less information. |
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#89 |
Swordsman
Join Date: Jun 2012
Posts: 371
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Or maybe I just downloaded the DOS executable from a local BBS and it didn't come with the monster spoiler.
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#90 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
IMO that should be huge improvement as long as you get that even without picking things up, just seeing them should be enough. |
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