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#11 |
Knight
Join Date: Dec 2008
Posts: 646
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One tactic that almost always comes into play is the player having to position for 1v1 combat unless @ is fairly overpowered. Cases where that's not possible are typically avoided. I'm not sure exactly how to implement this, but here's scenarios I think would be interesting
1) Monsters have more varied AI 2) Monsters can buff/debuff other monsters (we already have haste, but maybe healing, berserk, etc) 3) Monsters appear in mixed groups 4) These groups can be defused/defeated reliably if monsters are defeated in the correct order, but are more difficult if the wrong monsters are attacked first. Maybe the orcs flee when the orc captain goes down, or the rest of the demon horde self-banishes when the balrog is destroyed. Player attributes such as stealth (to reach primary target), high damage peaks to take out a single target quickly, or crowd control to temporarily disable other threats become important to the encounter. Thus target choice becomes a more frequent tactical choice, and the game isn't always "hide around the corner or make an ASC for every non-trivial encounter". |
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#12 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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You can also largely eliminate corner-hiding/standing in doorways by simply making corridors two tiles wide.
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#13 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
The big differences in the scenario I laid out is that levels themselves become an important aspect of terrain. You consider where you are and how far from the stairs you are before engaging an enemy. This is a defining feature of Sil for example. It doesn't exist in Angband because levels are too large and teleport is too plentiful. Angband is worse off for it. The second difference is that there are a lot more turns available for the player to make choices. Things don't go from 10 to 100 immediately, as they often do after a powerful summon. Edit: I should elaborate on some of the other options that could be available. Obviously, powerful attack wands could be available to the player. The player could expend a valuable charge instead of melee. The player could opt for ranged attacks that do less damage on average, but they would take less damage in return. The player could use valuable branded/magical ammo that they risk losing. When fleeing, the player could "hold monster" before they round a corner, and then get away without any future attacks. Other status effects could come into play here too. Confusion, sleep, scare etc. The player could slow the monster (assuming it only affects movement speed here) allowing them to get away easily. Similarly they could haste themselves to escape. These spells are still powerful though, so care is needed. Stuff like "mushrooms of sprinting" and "rings of escaping" are great ideas that just can't fit into current Angband gameplay except in the narrowest of windows. We used to have spikes and would allow players to jam doors. This was removed because in a world of infinite ?phase this is pointless. This is a great way of introducing terrain management. Last edited by fizzix; June 29, 2018 at 18:44. |
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#14 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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Quote:
The summary is that I think we have fundamentally different conceptions of the game. I will try to characterise these without caricaturing them:
So, for me, the transition at level 40 is not a failure of design, it is a reflection of the increasing danger. The main deficiency I see in the current game is that the increase in danger drops off toward the end. For high elements, for example, my suggested change would be to make the resists more reliable, but the attacks themselves more deadly (in damage, side effects or both). It's probably worth saying, too, that (despite being a mathematician) I put remarkably little thought into balancing damage output numbers, power output, etc, etc. I focus on whether any change will make the played experience more like what I am aiming at, slap something approximately together, and then rely largely on people's complaints to work out how well I've achieved that. Having said all this, there are some of your suggestions that do fit my philosophy (allowing monsters to wander and go back to sleep, for example), and all of them are good things to think about. It could be that following my philosophy will make the game closer to what you think it ought to be, or further away, or most likely both in different aspects. One thing I think I can say for sure, though, is that I am not the maintainer to make these changes - which I think are much more fundamental than anything I have planned. I would be really interested to see a variant made based on your ideas, though. In fact, I think what you are really talking about is a fundamental rethink of the game in a way that few (if any) existing variants have approached. I'm not sure if I've done this topic justice, but it's an attempt. I'd be very interested to hear opinions on any of this.
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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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#15 | |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 313
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Quote:
I do find that deeper levels do become harder and more rewarding to clear, as I don't avoid a good fight. |
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#16 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
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#17 | |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 313
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Quote:
I just don't think we should nerf combat or the danger of fighting enemies who can one-shot us 1% or more of the time, and that feels like what his changes try to do. |
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#18 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Not exactly. He wants to make it more like Sil, with no one-shotting, but way more dangerous than V nonetheless. I am not convinced it can be done without making V a near clone of Sil.
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#19 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,160
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I have a (loaded) question for @Nick
How many downloads of 4.1 have you had ?
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"i can take this dracolich" |
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#20 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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No idea - I don't think we keep stats. There are probably a couple of hundred ladder dumps, if that helps.
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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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