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#101 |
Knight
Join Date: Jan 2009
Posts: 910
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This looks like a great list. I'd also add what someone previously suggested, which is pruning the monster list. I'd do this to get rid of or rebrand some painfully non-tolkien ones and to make the monsters that remain stand out from each other more.
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#102 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
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Perhaps some lessons could be taken from Antoine's variants. Minimal is a good outline of what can safely be removed, and Iron has some great ideas of it's own.
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#103 | |
Knight
Join Date: Jan 2009
Posts: 910
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#104 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Challenge accepted!
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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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#105 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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#106 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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That's the way it currently works, yes.
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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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#107 | ||||||||||
Swordsman
Join Date: May 2008
Posts: 473
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I actually think part of the problem is the two end fights are too hard and long meaning you have to scum for consumables and gear to have a decent shot at winning even if every other part of the game is very easy at this point. I say make Morgoth easier, but you'll have to face him much less prepared than currently. It also means that other monsters near the end will still be tough and worth avoiding rather than pushovers as you stack up the consumables. At the moment I get to the endgame about 35% of the time, but only bother to do the last couple of boring hours to win about 10% of the time and normally just start a new game. Quote:
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I think we really need a new game mechanic to indicate danger, but without making it a chore like experience to avoid death. So here's my ideas for this: Monsters make sounds when walking about and leave clues lying about to indicate their presence on the level. So "you hear a terrifying roar to the East" or "the earth shakes". There could be scorchmarks on the walls and bones with big teethmarks on them lying about. Smaller monsters start to flee when they hear it coming. Something like an ancient dragon should be an event to the player. He works out there is one on the level and then has to avoid them or arrange their gear to take them on. If they can lure them out and then ransack their nest then there are treasures to be had before they return. Ok maybe this is all a bit varianty so I'll stop. Quote:
![]() Recalling just to allow you to continue after being crippled in the dungeon just means that the player is going to recall every time something bad happens. There's no interesting gameplay decision to make just another chore before you can carry on with the fun part of the game. I like the idea that you have to play through some difficult situations sometimes though. Quote:
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#108 |
Knight
Join Date: Jan 2009
Posts: 910
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TJS: Wow, what great insights into Nick's great list. I see good times ahead for V with this level of high quality game mechanic discussion and vision.
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#109 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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e.g. I show up on a floor, get ass handed to me but still have 75% of floor to explore. Do I recall back knowing that I have to go deeper one level when I return, or do I keep exploring?
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#110 | |
Swordsman
Join Date: May 2008
Posts: 473
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Mind you, I've come up with them after playing a lot of Sil so you are bound to like them ![]() |
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Tales of Maj'Eyal 1.0.0RC1 aka "The Mathematics of Tears" | DarkGod | ToME | 17 | December 20, 2012 22:31 |