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#11 | ||||
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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We had some great ideas in v4. I agree though, we need to get 3.5 out. But while I've been slacking Molybdenum's been fixing bugs right and left, so we're getting closer! |
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#12 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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#13 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Nick, your ideas aren't as controversial as you seem to think.
![]() ![]() A few particular bullet points: * Combat: it seems like we have a few possible approaches here. Vanilla-style, O-style, Mists-style, Sil-style, and v4/Pyrel-style. I'm not too familiar with Mists combat, but all of the others (except Vanilla-style of course) would entail a fairly significant rebalance of items at the very least, and Sil combat I suspect only really shines when the monsters are built around it too. We could also of course come up with something new, but all of these systems have the advantage that they're already implemented and working. * New races/classes: personally, I'd like to see our existing races made more distinct and interesting. In particular, humans, half-elves, elves, and half-orcs are pretty subtle variations on each other and could stand to have "key features" that make them stand out more. * Item balance: I think the best place to start here is to bring in v4's affix system. It can be used to precisely replicate the existing magic/ego system (or so Magnate tells me), and from there we should be easily able to set up an affix-based ID system as well as start playing around with what kinds of ego items can be created. Just throwing this out here, but what if you could start getting "double-ego" items (e.g. Westernesse + Flames, or Holy Avenger + Defender) once you got deep enough in the dungeon? Or we could just move whole-hog to the affix-based system; fine by me. For my own part, my spare coding time has to go to Pyrel first and foremost, and there's been precious little of that time available lately. But I wish you the best of luck! |
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#14 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Beleriand
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__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#15 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Mist-combat is simple and pretty fun, and it will get more interesting eventually, but it does not suit Angband. It needs basic items that get more and more powerful deeper in the dungeons, it gets silly and "videogamey".
O, Sil and v4 are all good choices. Unangband might have done something interesting to V-combat. |
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#16 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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What variants exist that fix searching and traps? At least Sil and Mist come to mind, they have very different solutions.
I would love the removal or radical alteration of mechanics that don't contribute much, like food and light clocks. Word of Recall is a super-weird and gamey mechanic. Could we have something better, please. ![]() |
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#17 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I've suggested in the past having fixed portals in the dungeon that basically act as "super-staircases" to take you back to town. So every time you enter the dungeon, you're basically playing a mini-ironman session until you find the next portal. There wouldn't necessarily be a portal on any given level (though there'd probably need to be code to ensure that portals got generated on a semi-regular basis as well as on levels 98 and 99).
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#18 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Town would have a portal too, right? Taking you to your max depth? Mist has its own stair system, but it doesn't suit Angband. |
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#19 |
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Here's a zany idea: Monster Stealth. For monsters that have this, the player needs to use their searching/perception skills to notice the monster even when it is in line of sight. I'm thinking of Master Thieves sneaking up on players completely unawares, and landing a nice backstab!
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#20 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Another possible approach would be to mimic Diablo 1's shortcut system; functionally, that'd mean that when you entered the portal in town, you'd be able to return to any previous depth you'd portalled from. So e.g. if there's portals every 5 levels (not that I'm suggesting they be spaced so regularly), then when you're in town, you'd be able to return to any level where (dlvl % 5 == 0). You can also mimic the current staircase options: * forced-descent: portal always takes you to (max depth + 1) * connected stairs: when you take a portal, you spawn on a portal back to town. |
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