![]() |
#1 |
Adept
Join Date: Dec 2007
Posts: 113
![]() |
3.10 Comments
This is definitely my favorite V release since 3.06. I like many of the changes, some still don't sit right with me.
Killed Wormtongue and got a staff of Darkness, which seemed odd. Many useful objects seem to be squelched by default as "worthless". Most notably so far, mushrooms of Second Sight. It seems like some items are {cursed} completely at random, like Amulet of Resist Acid (cursed). This item is completely usable except for the wield issue. Strikes me as odd. I don't like {magical}, but maybe I'll get used to it. Seems to primarily affect early characters with strong pseudo. If you're wearing average gloves and you find {magical} gloves, it's a tough call whether to blow a ?ID to see whether it is actually good. I don't really understand the gameplay motivation for this feature. Knowledge of wand/staff charges is pretty inconsistent... you learn for free when stacking happens, but don't know when you don't have one already? I would like for the number of charges to be transparent so long as the type is known. Appreciated the naming consistency changes that were made (e.g., staff of Identify). Suggest that wand/rod of Light be changed to Spear of Light and rod of Illumination to Light. In weapon descriptions, the damage info is nice, but Eddie's "with +1 Strength you would get 2 blows" would be a welcome addition, especially for new players that don't have the blows table memorized or don't know to look in attack.spo. One of the biggest disadvantages new players face is not knowing where the break points are to get multiple blows. Still can't get used to the store UI. It seems wrong that you select the item and then the command. This is inconsistent with how you interact with items in every other aspect of the game, and even in the store you sell by pressing the command key first. All in all, I am very pleased and look forward to the official release! |
![]() |
![]() |
![]() |
#2 | ||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Quote:
Quote:
I think, just about every variant uses 'g' get, then the item. If nothing else, change it just for the sake of consistency. |
||
![]() |
![]() |
![]() |
#3 | |
Veteran
Join Date: Apr 2007
Posts: 1,950
Donated: $40
![]() |
Quote:
re: Wormtongue and darkness, that shouldn't happen. I'll look into it. re: the {cursed} point; it's intentional. it's the idea that curses don't just appear on bad items. it's a bit of an experiment, it'll be revised in future re: {magical}, again, it was part of an experiment with pseudo-id and the like to see how it affected gameplay; it'll be revised. re: knowledge of charges, it's actually more consistent than it was before, since now things stack regardless of whether you had ID'd them or not. anyway, charge knowledge will stop needing ID in 3.1.1, so this will be a non-issue re: store UI, in 3.1.2 I'll probably an option to switch between new-style and old-style store UI. re: everything else, points taken and added to the bug tracker. they'll be sorted at some point. |
|
![]() |
![]() |
![]() |
#4 |
Adept
Join Date: Dec 2007
Posts: 113
![]() |
Thanks for listening, and for all your hard work
![]() |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
FuryBand Comments/Criticsims/Ideas | The GP Fury | Variants | 0 | November 21, 2007 06:20 |
Unangband comments & criticism | andrewdoull | Variants | 9 | August 20, 2007 20:30 |
squelch comments/complaints | ChodTheWacko | Vanilla | 2 | July 28, 2007 17:50 |
a couple interesting comments about my current game | will_asher | AAR | 4 | June 8, 2007 17:22 |