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Old September 10, 2013, 09:31   #91
Darren Grey
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Quote:
Originally Posted by BlueFish View Post
I think you should consider how that word and its *meaning* helps people to decide whether to listen to your podcast.
Heh, that's a wonderful point And I do very much try to keep the podcast to roguelike topics, in spite of pulls from other people to cover non-roguelikes or semi-roguelikes more. And when we cover general game design topics like mobile or tile design I always try to keep the discussion centred around "What's important for roguelikes".

I don't hate that it means something. But I don't think definitions are important enough to argue over. I much prefer discussing how mechanics affect the gameplay than how they affect how "roguelike" something is (with 80 different interpretations of what that even means).
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Old September 10, 2013, 18:38   #92
taptap
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Originally Posted by jdh View Post
The AI running away can be seen as an annoyance, or flavor (since not all enemies run away) and a challenge to be dealt with.
You can even weaponize it! (http://angband.oook.cz/screen-show.php?id=2373 - high light, majesty and song of elbereth combined in the throne room) I hope I can make a stealthless, sleepless pacifist one day with intimidation.

It is a shame that Darren saw only the first few floors and played them - I suspect - in a rather repetitive way (press arrow key until enemy is dead ). Actually, Sil allows for extremely different builds right from start but I like probably most players only started to experiment when I was already fairly experienced.

Last edited by taptap; September 10, 2013 at 18:47.
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Old September 10, 2013, 23:06   #93
Darren Grey
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Originally Posted by taptap View Post
It is a shame that Darren saw only the first few floors and played them - I suspect - in a rather repetitive way (press arrow key until enemy is dead ).
Actually I was more playing stealth builds and trying to be sneaky, but often failing. It wasn't until discussing on this thread that I realised stealth was meant more as a support option for melee than it's own thing.

Also I had fun with the game. I think many of my negative comments were a bit overstated. There are things I don't like, but they're vastly outnumbered by the things I like. I mean hell, this is the first *band game that's actually respectful to the lore! That's a giant mega plus to someone whose favourite book is the Silmarillion
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Old September 11, 2013, 00:17   #94
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Originally Posted by Darren Grey View Post
Actually I was more playing stealth builds and trying to be sneaky, but often failing. It wasn't until discussing on this thread that I realised stealth was meant more as a support option for melee than it's own thing.
You can definitely play stealth / song / perception only, but initial attempts often die horribly when spotted by bats or other fast moving monsters.
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Old September 11, 2013, 09:37   #95
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Yes, the stealth game is certainly possible. Indeed the first winner after release was a pacifist!

I think the early game for pacifists may be slightly too luck-dependent, though. By the time you're a few hundred feet in you're much more in control of your destiny.
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