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Old February 2, 2012, 07:31   #51
Adelas
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Quote:
Originally Posted by Starhawk View Post
Another two cents: I like the level feelings just the way they are, with the new split and the delayed treasure reading.
... Now I can roll through a few rooms and discover the level contains "naught but cobwebs", and continue with my dive instead of being bored for 15 minutes hacking through jackals and discovering weapons(+0,+0).
QFT.

It might be a "shop here" sign, but I actually like that. It takes a while to get up enough cash to properly equip oneself before moving down the levels.
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Old August 19, 2014, 01:02   #52
Angrist
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Somebody is playing with no_preserve? It really makes the game harder? After all, you get a sense of the artifact. Thus we can find the artifacts at the very beginning of the game. Or I do not understand something?
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Old August 19, 2014, 09:18   #53
Timo Pietilš
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Quote:
Originally Posted by Angrist View Post
Somebody is playing with no_preserve? It really makes the game harder? After all, you get a sense of the artifact. Thus we can find the artifacts at the very beginning of the game. Or I do not understand something?
Sometimes a special level is not that special. It makes you look for an artifact that just isn't there.

Also getting an uncrackable/too dangerous GV early will hurt.
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Old August 21, 2014, 22:29   #54
klassik
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i think rp'ers would like to have that eerie feeling at the entrance of a difficult dlvl. it is seen in dozens of horror movies so why not convey a sense of danger in a game that uses a suitable setting of a horror movie (like angband does) . using level feelings to determine cash and or utility value of items held within should be eliminated.
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