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#11 |
Knight
Join Date: Aug 2009
Posts: 670
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IMHO
1,2,3 bad 4 ok 5 good, even better if clvl is used, however rewards should still depend on dlvl only. 6 ok 7 slightly bad 8 good 9 excellent 10 bad for monster, good for objects In general monsters should be threat, not a reward. Good if monster drop and exp is cut as you stay on the same level long or do it again. 11 bad 12 bad 13 excellent 14 slightly bad, same as 7, there should be one default difficulty with at most two challenge options, not a lot of options. |
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#12 | |||||
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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Quote:
- Themed levels: for instance, all ice/fire/acid/electric monsters, orc/troll/giant towns, etc. - Pit layouts loaded from an edit file to allow different shapes and sizes (possibly depending on types of monsters, pit vs nest, etc.) - Unique 'lairs': special rooms that are, erm, unique to each unique or themed set thereof, so for instance when you hit Mim's native level there's a chance of finding a special 'Dwarven Hall' room with Mim and his sons and themed monsters/items in residence. (Maybe you could even find it destroyed if you've killed all the uniques earlier.) - Artefact chambers: like mini vaults that contain a single artefact guarded by hordes of monsters. Quote:
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Seems like this could work as a potential consequence of 5; the slower you descend, the higher up in the dungeon Morgoth might come searching for you. Quote:
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I have to admit, it does seem pointless having it be item based when it simply becomes obligatory to carry the item, and heading back up to town without recall is not viable after a point. So I guess either a command or dependent on reaching a specific dungeon feature. (Maybe there's a special recall portal every 5 levels, or similar?) |
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#13 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Damn Nick, these are golden (mostly). You really need to start to start your own variant.
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#14 | |
Knight
Join Date: Jan 2008
Posts: 526
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#15 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Thanks everyone for the excellent responses - I'm not going to try and answer them all, but there are a couple of things I do want to say:
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Also, everyone for bonus points - which if the points is my favourite?
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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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#16 |
Swordsman
Join Date: May 2008
Posts: 473
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#17 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,214
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Ok, let me get this straight in my head...
Are you of the position both that winning should not be unusual and that winning should not be guaranteed with ideal play? If winning were to be not not unusual, then presumably ideal play should not be not difficult to obtain and, in fact, should not be nigh on not impossible. Is this not opposite to your standpoint, or have I not got this not wrong? ![]() |
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#18 | |
Prophet
Join Date: Apr 2008
Posts: 2,954
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Quote:
2. Marginal change. And pointless unless the reward/risk ratio is balanced. 3. This introduces an unnecesary complexity. I'd rather see disconnected stairs as the default and more up/down staircases generated on each level. 4. Breaks force descent. As anyone else, I think the opposite should be true, along with force descent as default. For deep descent, there are scrolls now. 5. Why should a slow player get more difficult monsters? This is covered by choosing force descent at birth. 6. And if your character is named Fingolfin and wields Ringil, he can shout obscenities about his mother and make Morgoth appear in town too ![]() 7. You mean something like "Easy", "Normal", "Hard", "Nightmare" modes like in TomeNET? You should check that game about how which mode affects the player. This would be a nice addition in fact... 8. I don't see how you can balance the races here. 9. Like in Moria? 10. Same as 5. The game should permit slow and fast play. Force descent covers that. 11. Lol, if you play ideally and don't win, this means only two things: either your character got wiped by a bug or by a random instagib, which means a poorly designed feature. I don't think the latest is possible anymore... 12. Ok why not. I'd think each level should have more staircases, but something like 1-5 down and 0-5 up should be fine. But of course, some classes have stair creation spell, which makes the change pointless unless the spell is changed t ocreate only down staircases. 13. Dunno. This seems nice and helpful (frees one inventory slot and the fear of having one's only recall source destroyed), but would require to replace the recall items/spells by something else. 14. If you plan on doing some code refactoring and separate the game core from the rest, some of these impact the code and some don't. And it's hard to set a "birth" option for changes that impact the game core.
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#19 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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He threw out a bunch of ideas with the goal of getting people to brainstorm in their reactions to them. So what if some of the ideas are contradictory?
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#20 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,214
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Actually, what I was saying (admittedly in an unnecessarily obtuse way) was that they are not in fact contradictory.
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