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#1 |
Swordsman
Join Date: May 2016
Posts: 330
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The -more- prompt
Don't know where to post this, in this forum or in Development... this is a question for players, though, so I guess it belongs here.
What are the reasons for keeping the -more- thing? Do you play with it? Do you find it useful? If yes, why? For me, this is just an interface screw and it has no reason to exist; it's just a relic from the past (when the game had only one term). Messages already can go to their own subwindow, you can view them there. I always played with "auto_more" and didn't notice any bad effects from doing so. |
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#2 | |
Veteran
Join Date: Jun 2007
Posts: 1,372
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#3 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I still use a single window setup at the minimum possible size because I play in short bursts of downtime while I'm working and it's easier to switch between windows that way. So -more- prompts are useful to see the individual messages go by under that setup. (Though admittedly, 99% of the time when there's a long chain of them I just hold down the Escape key to clear them and use ^P if I think I missed something, so it's not exactly that big a deal.)
The problem with a multi-line display in the main window is that the minimum window size is only 24 rows high, which accommodates a single message line and just enough room to display the full inventory a-w without needing to introduce scrolling. So more lines would bork that and steal valuable map display space from anyone restricted to the 24x80 screen size. (Assuming there are even still Angband ports out there that actually strictly enforce it - on portable devices, maybe?) |
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,657
Donated: $60
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I don't always use a message window, so I do rely on -more- prompts sometimes; and for things like termcasting, people sometimes want to play in just a single curses window.
UnAngband has a multi-line system, where extra lines just write over the top of the map (and can be cleared with escape or space if necessary) which works pretty well. I'm inclined to think that it would be best to either the -more- prompt or have multi-line messages, but maybe players would just get used to using ^P to look back. Maybe you could have some sort of indicator that there have been messages that didn't make the top line? What do other people think?
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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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#5 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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I think messages and message spam can be improved a lot. Specifically, colored messages to describe specific situations. Also we can really work on simplifying the message interface. Instead of:
The x hits you, the x misses you, the x bites you, you are poisoned, the x bites you, you are more poisoned. We could have: The x hits, misses, bites, bites. You are poisoned. You can put the damage amounts in there, and you can color them differently, weak hits could be yellow, stronger, orange, really strong red. Status effect hits could be blue, or similar. All roguelikes I've played seem to have this message spam and it makes it really difficult to figure out what happened. Angband is actually better than others (like DCSS or ToME, which the worst of any roguelike I've played for message spam). But we can still improve. |
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#6 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,657
Donated: $60
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OK, so what I would really like to see is the following:
When I first encountered Angband, it was largely the messages that drew me in, so I wouldn't want to lose that richness. But I think we can get a solution that suits both the dilettantes and the ruthless power players ![]()
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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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#7 | |
Veteran
Join Date: Jun 2007
Posts: 1,372
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Btw, you have a very valid point about restricted screen size, but I think the UI could (theroetically, at least) be adapted such that you get a few lines of messages by default, and that the visual width of the message log could be changed (with appropriate message reformatting/rewrapping, etc.) if the player chooses to show the intentory/equipment. However, if we're talking real "device" support, I do think that there should really be two completely distinct UIs: one for "real" computers and one for devices. (You'd perhaps also want the latter to have a much restricted set of commands, etc. etc.) Fundamentally it might even be impossible[1] to make games that work on both the PC and the "device" form factor. [1] Or, rather, just "too hard to be practical for most games". |
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#8 | ||||
Veteran
Join Date: Jun 2007
Posts: 1,372
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(EDIT: I'm sure the reason I was thinking of coloration was that 'syntax coloring' in editors is a huge win, but that's usually a) pretty subtle, and b) there's already a lot of visual spatial structure to code.) Quote:
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#9 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,006
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Quote:
I have played with "more" and with "auto-clear more", and found sometimes it made a significant difference in suvivability. My feeling is that beginners and novice players should never play "auto-clear". There's too much to learn from the messages during this learning curve. Myself, I played for awhile using "auto-clear" as my normal state of affairs and turning "more" on only for certain situations, but now I tend to play with "more" on, and only turn on "auto-clear" in situations where message spam and the slow-down caused by it are particularly annoying, e.g., fighting an Ainur pit. In any event, I heartily recommend keeping "more" on when fighting Sauron and Morgoth. You don't want to miss an important message during those final fights!
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,989
Donated: $40
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Color works quite well, actually--IIRC it is NPP that already uses it. (NPP has a different problem: so many uniques and deep monsters is just exhausting. I suppose it is OK for paladins, but for rogues and the like it's too much like work.)
I'd also like a different sound option, where only important events get sound. Continuous screams of dying and sword swipes is just annoying. |
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