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#1 |
Swordsman
Join Date: Jun 2010
Posts: 324
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I don't think this is already in the game. If it is, please point me to it. If not, please discuss the merits of this idea:
I would like to be able to list all monsters normally found at a depth specified by the user. My feeling is that this could aid players in deciding whether it is safe to proceed, or perhaps if a certain resistance hole or other requirement needs filled first. Of course, the monster should only be listed if it is in the player's monster memory. One possible mechanism I have thought of is to add a command to the ~d "display monster knowledge" command. I am thinking perhaps "f" (filter), followed by a prompt for a dungeon level 1-99. Then only monsters native to that depth would be displayed. Once a filter is applied, a "u" (unfilter) command could be added to remove the filter. Another possibility is to give the option to toggle the ~d command between displaying by group (Uniques, Angels, Ants, etc.) and displaying by dungeon level. If displaying by dungeon level is selected, the menu could default to selecting the player's maximum depth, and then he/she could arrow down one or two levels to see what is next. I am partial to this method because you can look a few levels ahead without having to individually filter for each level. Does this seem like a worthwhile idea, and if so, is either of these the best way to implement it? Thanks for any input! |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I'd say sorting the knowledge menu by depth is the way to go here, particularly because that way you aren't limited to only look at one depth at a time.
That said, I don't think I'd use this feature. I'm not so much worried about what monsters could show up as I am about what ones actually have shown up. |
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#3 |
Swordsman
Join Date: Jun 2010
Posts: 324
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#4 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Isn't the monster list [ sorted, or maybe color coded, by depth or something like that? I don't think it's a bad idea, I think it may be redundant.
When I'm worried about whether I should attack something, I turn to monster recall and look at the XP reward. That's how I gauge the unknown dangers in the dungeon.
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#5 | ||
Angband Devteam member
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Quote:
Quote:
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Is there any plan to base the XP reward off of monster power and native depth?
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#7 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#8 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 43
Posts: 1,517
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I can think of a few ways around that...
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#9 |
Angband Devteam member
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#10 |
Swordsman
Join Date: Feb 2010
Posts: 405
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You can base XP off monster power...just don't do it off monster *threat*, which is the situational power.
On the flip side to the Huan comment, if it's based off situational power, a whole black dragon pit becomes almost totally worthless, in terms of XP, when you have acid immunity. You penalize someone for the smart move of going to a double resist against a big breather like Huan, too. Not the kind of behaviors we want to support. |
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