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#1 |
Adept
Join Date: Sep 2015
Posts: 104
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What do I do wrong?
Hi guys.
I am very close to never play the game ever again. My 14th high-elf ranger attempt died yesterday. That makes me think: 1) What are the odds of winning the game? If average player wins one in every 50 games, 14 does not sound too bad. 2) How much real time does it take to win the game on average? I died mostly at dl 30-40, which takes me 10-16 hours of play. I've seen someone mentioned 5 years to finally make it. Really??? 3) Is it a game for masochists? Spending weekends to carefully level-up a character and die instantly from out-of-blue breather is painful. Is it pain just for pain, or is there really chance to learn something??? 4) On deep diving. My best run was with my very first attempt. I went to dl 43, and I played aggressively, dive deep. I played recklessly. As I learnt more about Insta-Kill-you-Monsters in hard way, I started to play conservatively. Results become worse. If I know game better, the results should improve, shouldn't they? What do I do wrong? My last character get permanent +15 speed and half of the inventory of artefacts, all 4 resistances on dl30. I don't think I could ever get luckier. Guess what... Ancient red dragon breathes fire. You die. And that dragon wasn't in line of my sight. And I didn't attack or attempted to attack him even once. He just blew me out of the dark corner somewhere I could not see him. Now, what do I learn from that lesson? Avoid getting anywhere close to Ancient dragons? Get two resistances before you come even close? Detect monsters every other turn you make in the game? That is on level 30, how many other beasts like that all the way down to level 100? To learn them hard way would make me play for years, that's for sure. Some other mistakes Casting phase door failed (10%), casting phase door failed (10%), using teleport stuff failed (7%), You die. Mathematicallly, that is should be almost impossible to fail three attempts in a row. What do I learn from that?? Casting satisfy hunger (30%) failed, rest, failed(30%), rest, failed(30%), you are weak, failed(30%), faint, you die. Again, mathematically that is almost impossible. What is the knowledge here? Some other examples: 6 teleports right into middle of different monster packs. In a row. Of course you die. Avoid maps with danger level higher than 3? Drolem breathes poison: Ok, I get the sub-window open with all the monsters listed and I don't move until I look up all of them. That makes game progress even slower. Gravity hound: You feel slow -10. You die. Immediately escape any levels with gravity hounds?? |
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#2 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,023
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Take a break from playing and instead binge watch Fizzix's "Let's Play Angband" on YouTube. After seeing several series of these (including some that where @ dies), your chances of successfully navigating the challenges of the game will dramatically increase. At least they did for me.
Your @'s dying in the 30-40 DL range seems reasonable. I've noticed a shift in the game at about that point and my playing style has to shift accordingly. Hopefully, when you start playing again you will have gleaned some helpful skills and tips that will make it fun again. By the way, at least your @ died when it did. My last @ went all the way to the penultimate battle and died to Sauron. ![]()
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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 Last edited by Ingwe Ingweron; September 28, 2015 at 06:53. |
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#3 | ||||||
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 968
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Angband can be brutal on beginners, I realize. One of the important lessons to learn is to avoid taking risks.
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With experience, you'll recognize dangerous situations and learn to teleport a few turns earlier, before things start going really wrong. Quote:
For a beginner, I think it is much better to play with full monster spoilers: copy lib/gamedata/monster.txt into lib/user/lore.txt (on Windows, or ~/.angband/Angband/lore.txt on Linux, ~/Documents/Angband on OSX). In this way you can use monster recall and check immediately what can kill you. Quote:
![]() Don't be discouraged. You will get better with experience. The one around dlvl 30-40 is the only big transition of the game. Once you get used to hanging around at these depths and carefully avoiding risky moves, the rest of the game is downhill.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#4 | |
Knight
Join Date: Sep 2013
Posts: 527
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As for out of sight, there are 2 things to consider. Line of sight isn't symmetrical. Sometimes you can see them without them seeing you, and vice versa. The other is that detection in its various forms is vital. ESP, spells or wands/rods/scrolls will show you what is around you, allowing you to make informed choices. Don't forget that resistances from items (permanent) and those from potions or spells stack. Resist fire on your armour would reduce the maximum damage from 1600 to 533. Still a lot for a level 14 character. Drink a potion of resist fire as well and that damage drops to 177. I had more, but fph beat while I was typing it up. |
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#5 |
Swordsman
Join Date: Oct 2014
Posts: 298
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One thing that might help is to realize that almost 100% of items you find at depths less than about 75 are junk you won't need to win, yet monsters that can kill you in one shot appear much earlier than that. Meanwhile, the power of your character in angband scales more with the equipment, spellbooks, and consumables you have than with experience level. The conclusion is: The more time you spend at these middle depths, the more likely it is you'll lose through inattention/boredom/bad decision making.
If monsters like ancient dragons are waking up off-screen (not the same as out of LoS), you need to pay more attention to stealth and stop wandering around on levels just for the sake of it. |
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#6 |
Knight
Join Date: Apr 2007
Posts: 968
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Rangers are good with bows but lousy spellcasters. Don't rely on spells, umless your failure rate is zero (only mages and priests).
Use the spells for support instead (mainly detection). Don't use teleport spells if you are in a critical situation. As othes have mentioned, there are failsafe scrolls for emergency escapes. It is usually better to dive fast. The longer you stay on a dungeon level the higher the risk that monsters will awake. Half-efl rangers are not the easiest way to start the game. (I have done that over years without any wins ;-).) Try a high elf ranger; the XP penalty is a bit heavy, but with a good bow and enough arrows you can easily kill some monsters to make up for that. (It's nice to have see invisible right from the start also.) You could also try a rogue (only rogues have the true detection spell) and benefit from the higher stealth bonus (particulary with hobbits). |
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#7 | |||||||
Adept
Join Date: Aug 2014
Posts: 154
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But i considered myself a (very) good payer back when i played regulary, not an average one. Back in old days, i estimated 20-25 hours for a winner, not counting the failed attempts. But i started to play 4.0 recently, and at least the early levels seem to be much easier / faster. I think fast pseudo-id and auto-ignore helps a lot. Try diving faster. I'm usual at dl 30 within 2 hours (faster with warriors, slower with mage / priest). Then i slow down due to to fear of gravity / inertia / impact hounds. Quote:
It's not that bad if you played for 2 hours and get killed, and learn something new. Getting killed by some random unique at 4000' after 20 hours hurts. Quote:
Current versions have the option to play with full monster knowledge; use it, and check the danger for unknown ones. Quote:
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If you were deeper (dl 36+), 100 hit points is too low. Heal when damaged. Carry enough potions with you; even a stack of cure light wounds helps a lot these days. Quote:
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The classic, infamous instand-death. At drolem depth, you don't have the hit points to survive their poison breath. Luckily, potions of resist poison exist now. But the smart move is to flee when you see one, until you have the resist and are *much* stronger. Until you're much stonger, yes. Or stay far away from them, detect often, and don't teleport around on the level. |
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#8 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,174
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#9 | ||
Adept
Join Date: Aug 2014
Posts: 154
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It used to be a 1 in 50 chance of up to 4 levels out of depth; the comment for get_mon_num() still tells this. But now the code itself has a 1 in 25 chance for up to 10 levels out of depth (customizable in constants.txt) for dl 32 or deeper. |
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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My advice would be to play a half-troll warrior. No spells, no stealth, no nothing except a colossal amount of brute force. It turns out colossal amounts of brute force are quite helpful in this game, and not having access to spells does not lessen the depth of the gameplay. Most importantly, half-troll warriors are massively more durable than most other race/class combinations (especially newbie traps like high-elf rangers), which makes them a lot more forgiving of mistakes (including the "I didn't know this monster could hit so hard" mistakes).
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