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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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NOT a statement of intent
Having already managed to start some detailed discussion with a few vague statements of broad philosophy, I thought I should give people something to really get their teeth into. So here are a bunch of ideas that I'm not suggesting (probably). They're more designed to provoke responses, and get people thinking about different possibilities.
Also maybe to test whether people read the preamble or just jump straight to the list, and because Antoine lobbed the LOS grenade into the other thread and everyone's throwing themselves on it. ![]()
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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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#2 | |
Knight
Join Date: Jan 2009
Posts: 910
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What a great post. I'm not sure how you got far enough away from Angband to see it with such a birdseye perspective, but I like it. These are the kinds of changes Mikko would make (which I mean as a compliment to both of you in different ways).
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The second is also a good idea. Balancing the power of high elves and dunadan with slow experience was an experiment and I think a failed one. Time has certainly come to revisit it. |
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#3 |
Adept
Join Date: Feb 2009
Posts: 243
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For some of us number 9 is already a reality.
![]() Number 12 already exists. It's called the Town. ![]() But I like the idea of not implementing the other 12 ideas. |
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#4 | ||||||||||||||
Knight
Join Date: Jan 2008
Posts: 926
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I'm not sure it would improve the game, but it's an interesting idea. Quote:
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A thought: maybe Morgoth climbs a level for every X number of monsters killed. This would provide some incentive to utilize other XP sources (if they were implemented). Quote:
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OTOH, the game is already bastardized Tolkien, and I wouldn't object to it getting even more bastardized. Maybe High Elves have some weaknesses. Maybe Dunadan aren't really any different from normal humans, and should be removed. Etc. Quote:
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#5 | ||||||||
Swordsman
Join Date: May 2008
Posts: 473
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Why would seeing a certain number of stairs affect monster generation? Why woiuld monsters on repeated levels drop less gear? In practice how will it make the game any different? It is just to try and prevent scumming? If you want to prevent slow play then you can make the stairs dangerous in the way Sil has done (monsters come up the stairs every so often) and/or have disconnected stairs. I'd also suggest limiting the number of up/down stairs to one each level. Hanging around the same levels for a long time could increase monster awareness and makes sense from a thematic point of view. Quote:
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For ages I've advocated getting rid of stat potions altogether so that all end game characters aren't the same. At the start with a mage you have a lot of interesting equipment and inventory decisions in order to stay under the maximum weight burden. After stat gain these are removed and the game becomes much more boring. Quote:
I firmly believe that finding a piece of equipment/weapon should be a relatively rare event, but also have a good chance of being better than what you already have. At the moment so many items are generated that firstly you need to filter through hundreds of items of junk, but also you are pretty much guaranteed to fill most of your equipment holes making the game much easier. I would say it is impossible to guarantee winning in a randomly generated game with emergent gameplay such as Angband. |
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#6 |
Adept
Join Date: Oct 2009
Posts: 207
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I like the idea of "alarms" where cheezy behavior generates more awake monsters. However, Monster+Item generation should be always be constant based on dungeon level, otherwise it breaks immersion, is opaque and unfun.
Another way to prevent stairscumming abuse is with Sil collapsing stairs. I like difficulty levels of races. Kobald should be harder than dunadain. To balance more awake monsters, Stealth should make monsters worse at pathing if they do not have line of sight. Monsters that are not pathing eventually fall asleep again (?). High stealth makes -sleepMonster more effective (?) I like Sil's stealth mechanism. The only reason I don't like that game is because it doesn't allow grinding to learn optimal play lol, unlike Angband. |
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#7 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Sil collapsing stairs are brutal because there is no easy escape if you run into dudes who are killing you. Normally you make a beeline for the stairs, but if you don't know where those are, you are in for a harrowing time.
I'm not convinced getting shafted in V the way it stands now is that big a deal, given that I still have a good chance of getting myself out of trouble if I ?tele or something?
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#8 |
Swordsman
Join Date: Jun 2013
Posts: 428
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I like almost all of these ideas. The one that my inner grognard detests most is the idea of Morgoth appearing on levels other than 100. Unless you're not thinking that he can be killed on higher levels, or some such?
Also, I'm interested in people's (Nick, Derakon, Timo, fizzix, etc) thoughts on the subdungeon levels (>100). |
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#9 | ||||||||||||
Angband Devteam member
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Hahahahahahahah. Either you have a totally new options system in mind, or you're a masochist. Or both, of course.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#10 |
Knight
Join Date: Jan 2008
Posts: 526
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3. reminds me of IVAN, where the game will generate tougher monsters if you're too strong, just to make sure that you're always in danger of a sudden, violent death.
7. I think you should be careful about having too many difficulty-related options. 'Every choice is two programmers disagreeing on what the best possibility is and not wanting to think it through'. If there are difficulty options, there should be as few as possible (preferrably only one) and they should have some key part in the game. Less is more here. For example, the difficulty level could be what dungeon your character wishes to clear out and defeat the final boss of - effecting length, difficulty/power progression, what the final boss is, maybe what monsters/items/uniques can be seen period, maybe a lot more things, it could evolve over time if you lay the groundwork for it.
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu Last edited by Patashu; November 11, 2013 at 21:54. |
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