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#11 |
Knight
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 967
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hmmm.. thats not how the secretary rule works. it's so irelevant here that i'm not sure how you imagined it would work as a comparison.
and the problem isn't clearing vaults after you have found too many weapons, it's when you haven't found any major endgame weapon - no hammer, no axe, no ringil, no trident .. and all the game can do for you, at DL95, is throw out an artefact which is immediately squelched. the very choice of words, "endgame", is because a player would want to have endgame gear in the endgame, but as of now, this gear is too rare to ever show up, specifically, the aforementioned weapons plus fundin's, eowin, doomcaller, deathwreacker, cubragol, essentially all the artifacts over power 300 will rarely show up *even* if you reach the lowest levels and then GRIND. just to be clear, i take practically every character to morgoth, regardless of how many times it dies - i just dont upload it to the board. these artifacts just never show, i've never found ringil or the one ring, once in maybe 100 games i got feanor's, never once bladeturner, eonwe twice. now, consider instead a game where a couple of these show up, yet - unknown to you - a solid portion of the artifact pool is not in the game. maybe, you could be missing the arkenstone, which drops pretty much every game. you balance the extra endgame weapons by not having other useful artifacts and some extra danger from OODs. but, at least you get, as a player, to play with some cool gear in every game, instead of making it a once-a-year thing. |
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#12 |
Adept
Join Date: Jan 2009
Age: 59
Posts: 134
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Putting the data out to text files doesn't seem to have any negatives.
I quite like the idea of throwing in a few randart/standarts into the mix. I do wonder if making artifacts a bit more common, but restricting their available depth more would lead to more of a progression. |
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#13 |
Knight
Join Date: Nov 2013
Posts: 823
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It's a logical idea, but the "you never know what you're gonna get" aspect of Angband is a large part of what brings me back again and again. For example, my latest @ found a RoS under a pile of rubble at 950' on a 3 feeling level. I personally think the unpredictability of what item will show up at what depth balanced with it not being completely random is what keeps Angband fresh.
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#14 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,459
Donated: $40
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Your definition of 'endgame strong' is a bit stringent. I end up using a HA or +2 attacks bug dice weapon about half the time, not to mention occasional uses of Eorlingas and other good but not great weapons. Getting Ringil, Aule, Deathwreaker etc is supposed to be a big deal, not something you can rely on.
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#15 | |
Veteran
Join Date: Apr 2008
Posts: 2,306
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Quote:
1) There are base items without artifacts. And there are base items with cursed/mixed/aggro artifacts. The result is this list: - MHDSM (Razorback -- aggro) - Iron Crown (Beruthiel -- mixed) - Heavy Crossbow (Umbar -- aggro) - Scythe of Slicing - Mace of Disruption (Deathwreaker -- aggro) - Lead-Filled Mace - Whip (Gothmog -- aggro) - Blade of Chaos (Doomcaller -- aggro) - War Hammer - Maul - Awl-Pike - Sling - Shovel - Pair of Leather Sandals - Pair of Iron Shod Boots - Pair of Ethereal Slippers - Robe - Studded Leather Armour - Metal Scale Mail - Bar Chain Mail - Partial Plate Armour - Metal Lamellar Armour - Ribbed Plate Armour - Fur Cloak - Set of Mithril Gauntlets - Set of Alchemist's Gloves - all other DSMs except Power and Balance If you want to add 13 more artifacts, just pick 13 of these base items and add an artifact for them. There are examples of already designed ones (check PWMAngband for example). 2) With randart game you don't want to see Paurs and Thancs. If you have more arts available, you just need to randomize them...
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#16 |
Knight
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 582
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I would appreciate seeing some early- and mid-game artifact jewelry. Currently artifact rings and amulets only arrive quite far in the game.
Nothing overpowered of course but it would add some variability to the early game.
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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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#17 |
Prophet
Join Date: Dec 2009
Posts: 8,212
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Artifact ring with rBase showing up in the ~500-1000' range. Artifact amulet with +1 all stats showing up slightly later. How's that?
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#18 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 985
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Quote:
A.
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Ironband - http://angband.oook.cz/ironband/ |
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#19 | |
Knight
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 582
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Quote:
Another stat I'd like to see on an early-game artifact is See Invisible.
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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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#20 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,967
Donated: $60
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Quote:
I'm planing to repurpose this thread to ask questions as I do the randart update. Here are the first two:
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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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