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#11 | |
Angband Devteam member
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That said, I *think* they were removed before the squelch code was added. Now that they can be squelched, the arguments against them are somewhat weaker. I don't feel strongly either way - I just wanted to let people know that this isn't a new debate, and it wasn't particularly evenly contested last time round.
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#12 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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Quote:
I do miss junk items. Before squelch became popular/common/easy I was ambivalent about them. On the one hand they are definitely clutter and can be annoying. On the other they do add flavor, and a fun feel. Now that squelch is accepted and works well I don't see a good reason not to put them back in. In fact the junk of the "TMJ problem" is totally different than actual junk items. The only kind of junk I'd be reluctant to permit back in is junk which can't be safely squelched without negative consequences. For instance, junk that 99% of the time does nothing but is occasionally useful. But AFAIK shards of pottery, bones, etc. don't qualify and could easily be squelched. Last edited by d_m; September 19, 2011 at 02:54. |
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#13 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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That is what I think too. At that point any removal of junk was improvement, even if it did mean getting rid of atmosphere creating items. People were ready to remove iron spikes too IIRC even that they do have some limited use.
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#14 |
Swordsman
Join Date: Jun 2010
Posts: 324
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IIRC, the inventory was expanded by one slot when the secondary weapon slot was eliminated. Shortly after macros and @ inscriptions were introduced, the "X" command was eliminated as an actual command and instead made into a "standard" macro that was automatically loaded and set to 'w0'. They reasoned that you could still use the extra slot as a secondary weapon if you wanted, but you could also use it as just an extra item.
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#15 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Was there such a time when that slot didn't exist? If there was I have missed that one completely. |
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#16 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Yes, way back in Moria, and presumable in the first stages of Angband, you had a secondary weapon slot, and you could switch weapons with the x command. There was no bowl slot. There were countless instances of people trying to beat an ancient dragon to death with their shortbow, and tryign to tunnel into a greature vein with thier whip. I guess eventually the bow slot was introduced.
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#17 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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#18 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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@magnate: regarding junk. I know both you and takkaria have disliked junk. However, I have not become convinced that variable floor terrain is the way to go. Specifically for the squelch reasoning. It's hard to squelch terrain, it's easy to squelch items. Furthermore, as d_m said, there's a difference between junk items littering the dungeon and useless weapons and armor generated from monster drops/vault squares. I'm aware that this debate isn't new, but I don't really think it's been thought of properly since squelch has gained such promenance.
regarding inventory. I think staves are already punitively heavy enough. You can't even carry them with mages. There's something to be said about making the cumbering penalty more severe, especially deeper in the curve. So you can imagine a curve that looks like this: Code:
cumber penalty --------------------- <limit 0 0-15 lbs -1 15-25 lbs -2 25-30 lbs -3 But I think there's soemthing very interesting about having space-limited inventories (or both together). So instead of having a hard limit by slot, you're limited by how many total items you have. So 20 potions of CCW take up as much space in inventory as 5 CCW, 5 healing, 5 *healing*, and 5 life. On the other hand, bringing 50 ?phase into the dungeon is no longer feasible. Of course, rewriting the entire inventory handling takes a much more intrepid individual than myself. |
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#19 | |
Swordsman
Join Date: Nov 2008
Posts: 434
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#20 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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I'd prefer flavour junk to be in the shape of more 'dungeon furniture' like chests; things that might have traps on, sometimes turn out to be monsters, or could be smashed or opened to reveal monsters/items. Have skeletons lying around that sometimes come to life if you step too near them, coffins that can be opened and might contain an undead or a treasure, statues that you can sometimes smash to get treasure and other times turn out to be disguised golems, etc.
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