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#1 |
Scout
Join Date: Dec 2007
Age: 44
Posts: 37
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Why is inventory management gospel??
This started out as a response to the "merging mage and priest books" thread and got a little carried away so I decided to post it out into it's own thread. :P
I actually find it unfortunate that so many of the people playing Angband lately are so hung up on the fact that "it's all about inventory management". When in my experience inventory management is only a small factor in the game play. The ONLY time inventory management has ever been an issue for me is if I scum (I was under the impression that scumming is not the preferred practice by most.), I always go with the best items I find, and hope for good drops or the odd good item from the stores, but I play the game using the items I have, THAT'S what makes it fun, I NEVER scum for stat gains, I never scum for items and I go back to town only if I'm starting to get hungry or am almost dead. I will stay at a particular range of lvl's till I'm sure I can navigate the next range of lvl's but I do not expressly look for stat gain or artifacts, resistances or x hits..That stuff takes away from what makes Angband the adventure it's supposed to be. The game should not be about getting 6 hits, or getting an 18/100 in all your relevant stats, it should not be about hanging onto 100 of the best artifact items. The game should be about the adventure, about using what you have to get to the final confrontation. It would even be nice if you could have a bit of fun while doing that. ![]() While I understand the changes I proposed regarding opening up the inventory may be hard to implement and thus would be a low priority when it comes to actual coding, they would reduce the need for player scumming and might actually get new players to the bottom of the dungeon without the need for it. Granted you will always have those people that HAVE to be the biggest and best they can before they get to the bottom of the dungeon but that does not change even with the current game design. I'm not saying my opening up of the inventory idea is the best option, but it illustrates why I think those types of change are relevant. Now to make a small 360 regarding the above inventory idea. Since the latest 3.1.x releases I've also been finding my character inventories have generally been a lot lighter. I've had a lot of extra space lately, I'm guessing it has something to do with the drop rate changes. Now my best character has maxed at lvl 32, a dwarf priest, but even at his lvl I found his inventory on the lite side. Thus for me the above inventory changes "I" originally proposed loose some of their need. If the adage for the game has changed to.. 1. Dive 2. Find shit 3. Kill Morgoth ...maybe a serious look should be taken on ways to bring it back to the funner side. A lot of flavor has been taken out of the game lately and even more flavor is being placed on the chopping block, why? Are we trying to make this game the most un-fun dungeon crawl? Maybe amongst all the other changes, some serious though should be taken to find ways to make the game more fun, add some flavor, add some gracefulness back into the game to balance out whats been removed. Reduction in useless items has been a big thing lately. In a game like angband you need useless items (or items that can't be used by the player) to clutter the floors of the dungeons. Of all the games that I play, due to the type of interface that angband has it is the least exciting game to look at, the dungeons are VERY sparse, due to the size of the overall dungeon + the rarity of clutter, and the general lack of creature populations per lvl. in the game, the dungeons are bare. Items that most people can leave on the ground are nice for flavor, bone piles, skeletons, broken jars, broken armor etc... unfortunately too many people are unhappy that they have to look at that stuff to see what it is. This I don't understand. In a game that had a true graphical interface this stuff would in most cases be drawn into the backgrounds to add detail and flavor, Angband can't do that. Streamlining the game should be done in the interface, addition of graphical elements or more intuitive and more visible menus, less hiding of options and settings, make those things more transparent. We want new people to become interested in the core angband game, not turn it into a game only the diehards play. Options in the gameplay make the game replayable and exciting, things to look at make the game interesting and exciting, ease of use is paramount as well. THE ACTUAL PART THAT WAS DIRECTLY RELATED TO THE "merging mage and priest books" THREAD :P Any class with magic abilities automatically starts the game with an empty spellbook, one slot removed. Maybe make spellbooks found in the dungeon and even the beginning books become spell pages, if an "@" succeeds in reading the spell it gets transferred into their spellbook. if they fail they have to wait till the next time they find a genocide spell page and try again. you could even keep spellbooks, but have them contain a random selection of spells based on the level. read each spell and every one that succeeds goes into the mages spell book. The chance of success could be based still on the character lvl, thus some spells would need to be kept till you are high enough lvl to actually read them. In that manner your still managing inventory (for the diehards) and a mage class would have to decide which spell books/pages he wants to hang onto. As for other classes they could leave them on the floor of the dungeon. Ok I'm done. enjoy! ![]() O. |
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#2 | ||||||||||
Knight
Join Date: Jun 2008
Posts: 593
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Since it seems I occasioned your remarks, I'll give a shot at responding.
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![]() I think I see what you're saying, though.. something about atmosphere. I don't see why anything has to be useless in order to generate atmosphere. If you want background pictures, be my guest, but if you want to add shards of pottery to the floor, please give me the option to squelch them before I even bother rolling up a character. Play with tiles, or something... Do you like Nethack's clutter? I rather prefer the ability to tread over all Angband's loot and have it effortlessly sorted for me, instead of spending mind-dulling hours sorting through it all myself. I'll go out on a limb and say you're in a vanishing minority in desiring more junk to be added to the game. Quote:
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Bands, / Those funny little plans / That never work quite right. -Mercury Rev Last edited by Donald Jonker; March 23, 2009 at 02:37. |
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#3 | |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,195
Donated: $40
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Orillian wrote:
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1. Buy lantern 2. ??? 3. Kill Morgoth 1. ??? 2. Kill Sauron 3. Kill Morgoth 4. Not die. So what are you proposing instead? I agree that angband is lacking in eye candy, somewhat more now that drops are reduced. But there are easy ways to solve this, like adding some trivial cave features like earth, sand, etc. (They don't even need to affect game play.) |
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#4 | |||||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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I always feel compelled to reply to a full page post...
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As for the scenery, this is true for a while. But after a while 'too much flavor' can just be annoying, like drinking maple syrup. Quote:
I forgot what my point was... or if I ever even had one. Perhaps my new sig.
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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 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,760
Donated: $60
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Angband is a game of many possibilities. The whole buy lantern, kill Morgoth thing expresses the fact that there's nothing else you have to do - it's up to individual choice. IMHO successful design is providing interesting choices.
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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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#6 | ||||||||||||
Scout
Join Date: Dec 2007
Age: 44
Posts: 37
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On a side note I saw the other day an interesting library for adding many unique features including vibrant color into roguelike games, most of which are beyond angband, but some of which could really improve the overall look of the game, that said I understand it's lack of universal portability, or its BSD licence would deter way to many from looking at it. But take from it some of the ideas, and you could do a lot. Quote:
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a) the need for so many artifacts . b) so many things to resist (aka worry about) would improve the endgame. Quote:
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I know Angband has to be the base by which all variants are made, but do we have to remove so much of what it was so that everyone picks the variant that best suits their needs, and not the Vanilla game any more? Wow, that all said, I like many of the changes in the current builds of the game, and I have nothing but praise for Takkaria and all those who have been so active with the current iterations. |
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#7 | ||
Knight
Join Date: Jun 2008
Posts: 593
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Re: atmosphere - have you tried the new sound collection? A brilliant example of something both useful and productive of atmosphere.
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Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#8 | |||
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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I have to admit to being a bit baffled by some of your comments...
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I honestly don't understand what you mean when you include "squelch" in the list of "taking options away", either. Quote:
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takkaria whispers something about options. -more- |
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#9 |
Knight
Join Date: May 2007
Location: US
Age: 43
Posts: 720
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I like Angband where it is today, there have been alot of improvements that I like. That being said I'll put my two cents on a few things.
1.) Finding skeletons, broken pottery and such are useless but I always liked them in the game, it does make the brain wonder a little per say about the poor little gnome who is now a skeleton that got eaten by orcs, perhaps? 2.)Resistances, I've always thought there were too many to worry about, it becomes a headache. Fire, Frost, poison, Acid, lightning, I've always thought were enough and relevant, when you add sound, nether, light, dark, disenchantment, shards, confusion, you better start making a list of what you need to get resistances for. How many is that, 12? I may have missed a few. I usually do okay, but it is a little over the top, the light and dark resistances I never even seen a need for. 3.) Artifacts, I love them, but usually sell most of them, here lately i've been trying to play without them, as It seems i'm not happy unless I find certain ones, the randarts help, I like that idea, it guarantees something different, having no idea what artifacts in the game helps keep it interesting. ![]()
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let me try this workaround...oh crap computer just went black ![]() |
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#10 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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The simplest improvement IMO would be to make the home unlimited, so that you don't have to guess which item you will be more likely to want to use later. Then you could pretty much live in the moment. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Feature suggestion 'l'ook for inventory/equipment | PaulBlay | Development | 5 | March 1, 2009 08:03 |
Proposed inventory changes! Comments please! | Orillian | Vanilla | 13 | February 11, 2009 21:03 |
Elemental attacks destroying inventory items - challenging or frustrating? | hugorune | Vanilla | 24 | January 28, 2009 08:23 |
inventory management newb question | Halloween Jack | Vanilla | 16 | October 30, 2007 13:14 |