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#1 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
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Parody thread: How to keep DaJAngband from getting too hard..
So I've been reading that long "How to make the game harder thread" The problem is I don't think the game needs to be made harder (in most ways) and yet I really like several of the ideas in that thread..
There are certain things that I think do need to be harder than V. I'm glad that the early game DJA (1st ~20 levels) is harder than in V because the early game in V is mostly boring. And there are certain aspects/abuses which should be harder/less effective which is why I made destruction not affect vaults (as much..*) in DJA. I also don't like the idea of 'got the immunty, now that attack effect is a complete non-issue' for things like confusion, blindness, and paralysis (which is why I added pandamonium fiends). But in general, (especially in the mid-game), I'd like to make the game slightly easier and ease the jump in difficulty which occurs around dL40. I'm not real sure how to do that though. any suggestions? * destruction doesn't affect vaults, but some earthquake effects can have partial effects (like opening the vault in place of STM). And the earthquake trap/monster spell can still affect vaults, though it has a smaller chance for each square to be affected. PS: I've never won, never faced Sauron or Morgoth, and have gotten past dL60 about 3 or 4 times ever. I'd like to be able to win my own variant eventually, but that's really a different issue from keeping it from getting too hard. My primary problem is taking too many risks and being reluctant to escape the level.
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Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#2 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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The easiest way to make the midgame easier is to make HP and SP track more with Clevel and less with Con or Int/Wis. Or even make the gain per Con a lot more linear as opposed to the current exponential.
Another change would be to make it easier to get extra blows with heavy weapons. That being said, having won DJA twice, I don't particularly think the midgame needs to be any easier. Stat gain maybe, but that's just because it's boring. |
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#3 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I'm probably just forget my original goal of making the game (slightly) easier and just try to keep it from getting too much harder. Because there a lot of ideas that I like (from others and from myself) which make the game harder.
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Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) Last edited by will_asher; June 23, 2010 at 05:12. |
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#4 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
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I agree with fizzix. The DaJ mid-game is that it is a bit easier, or at least it seems that way compared to the early 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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#5 |
Adept
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The whole "unable to see mountain-sized ogre that is standing in the same fully lit room" thing comes to mind
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#6 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
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Quote:
Also, you have to remember (and I have to find a way to remind the player in-game) that rooms are never fully lit in the dungeon. Even if the whole room is lit, it is dimly lit and not empty of places to hide. The dungeon map doesn't show all the details of the dungeon (maybe I should have more details described in-game with some text when you enter a room or something). That is why ranger chieftains and master thieves are able to hide so that you don't notice even when they are near you.
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Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#7 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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#8 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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Quote:
__________________
Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#9 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
The same could be done for relative speed. Something that moves much faster than you should be harder to hit. Since DEX doesn't affect speed, maybe a DEX adjustment too, or is that too D&D? Mostly unrelated, but I ran into this mis-feature. My blow glanced harmlessly off of a sleeping guardian naga, and yet the naga remained asleep. I'm thinking that getting whacked with a 16 lb. broad axe would at least wake it up.
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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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#10 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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My reasoning about speed is not related to noise. If you want to move from one hiding place to another, you have to wait until my eyes are diverted or I will see you. If you are crossing 10 feet in the time I cross 10, I can't help but see you. If I have extra speed, that only makes things worse since presumably I'm scanning faster. We're not asking for evenhanded. We just want to be able to see a monster coming straight at the @ in a lit room. It's your variant, so you gotta do what you gotta do, but some of us will never be able to get over this aspect. |
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