|
![]() |
|
Thread Tools | Display Modes |
![]() |
#1 |
Scout
Join Date: Dec 2019
Posts: 49
![]() |
Did new monsters appear randomly in the map while player explores the dungeon level?
I noticed that several times, i encounter new sleeping monsters at places that i were before and that previously the monsters were not there, i mean, like the new monsters suddendly appeared from the void as it the dungeon level were just generated.
It's really the way it happen? or the undiscovered monsters from the dungeon wake up, walk a little, and then sleep again? im really curious. |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
New monsters spawn in as time passes. They shouldn't spawn close to you but they will continue to arrive. Generally this means the level gets more dangerous as time passes.
|
![]() |
![]() |
![]() |
#3 |
Scout
Join Date: Dec 2019
Posts: 49
![]() |
So, if i stay in place and rest thousands of turns, the map will be full of monsters? its for a number of turns? or random between values of turns? its so interesting, thanks!
|
![]() |
![]() |
![]() |
#4 | |
Knight
Join Date: Nov 2008
Posts: 757
![]() |
Quote:
It was a lot easier to notice in older versions of Angband; the chance was higher (1 in 160), pack sizes were larger (so larger groups of new monsters would appear), and playstyles were different (people spent more time on levels, and were more likely to clear them fully instead of just passing through or having a quick look). But as you've discovered, it can still be noticed ![]()
__________________
The Complainer worries about the lack of activity here these days. |
|
![]() |
![]() |
![]() |
#5 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,989
Donated: $40
![]() |
Also, monsters were always generated awake.
|
![]() |
![]() |
![]() |
#6 | |
Scout
Join Date: Dec 2019
Posts: 49
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
![]() |
The short version is, if you clear levels, you spend less time at the optimal depth for your character. Optimal depth being understood as a sort of risk/reward function, where you weigh the rate of acquiring power against the chance of dying, keeping in mind that a) acquiring power reduces the chance of dying, meaning acquiring power is more valuable than it intuitively seems, because it also reduces the time until you win, meaning there's less time in which to die (if you die 5x more per turn, but on average take 10% of turns to win the game than you ordinarily would, then you will win twice as many games as you would otherwise) b) boredom and overconfidence from hanging around low risk areas can increase your chance of dying because you lose focus and c) if you play for wins/time and not wins/character, then increasing the rate of power acquisition at the cost of high chance of dying is worthwhile, because if you die, then you can just immediately make a new character.
Ultimately, if you are diligent and/or value winning with as many of your characters as possible, rather than as many times as possible in a set amount of time, then level-clearing can be correct. Also some characters with poor stealth and detection handle being deep worse than others. That said, even then you should feel free to leave any level at any time, just because your optimal depth is shallow doesn't mean you should clear every level you enter. Ultimately the reason not to stay on levels and clear them (unless you feel like playing that way and don't care about "optimal" play, which is a completely valid and correct way to play) is that there is no particular mechanical reason to do so. Level feelings are too vague to be an interesting indicator past the first couple levels (and even then you can find useless stuff), and the new level is, on average, roughly the same as the old one, except the new level hasn't had new monsters spawn in on it yet, so is probably safer. |
![]() |
![]() |
![]() |
#8 | ||
Scout
Join Date: Dec 2019
Posts: 49
![]() |
Quote:
I some "let's play" videos y watched about angband at the time i was learning how to play it, i remembered the guy telling that one common strategy is to have the player level 4 times ahead of the dungeon level, but lately, i feel more like diving and leveling killing monsters that give me more experience, like you told before, is like the risk of dying pays really well. Quote:
|
||
![]() |
![]() |
![]() |
#9 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 48
Posts: 1,879
![]() |
are you totally sure this is right?
__________________
"i can take this dracolich" |
![]() |
![]() |
![]() |
#10 | |
Knight
Join Date: Oct 2019
Posts: 941
![]() |
Quote:
10% win rate 100,000 turns to win Let SSR be Safe Survival Rate SSR^100,000 = 0.1 SSR = 0.99997697441 Let RSR be Risky Survival Rate RSR = 0.99988487207 RSR ^ 90,000 = 0.00003160768 1 in 30,000 wins? 1% win rate 100,000 turns to win SSR = 0.99995394935 RSR = 0.99976974679 RSR ^ 90,000 = Really low... I think one in a million? |
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
PCB/CPB Level/Dungeon reward stat gains? | CyclopsSlayer | Variants | 9 | February 25, 2018 04:17 |
Few ideas fo 50' dungeon level | eMeM | Vanilla | 73 | June 2, 2013 14:26 |
View monsters in memory by dungeon level | Max Stats | Vanilla | 10 | March 25, 2011 22:01 |
Killed by a Death Sword on dungeon level 4. | PaulBlay | AAR | 17 | March 20, 2009 20:27 |
getting past dungeon level 14 | Blackleaf | Vanilla | 6 | August 8, 2008 10:14 |