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#21 |
Scout
Join Date: Nov 2013
Posts: 29
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Hello! Long time "angbander" here (16 years or more), been some time since the last version I really played (3.0.x iirc).
In my opinion, Angband is a game in witch you have the options to grind or not, and I like it this way, so if the intent is of putting some kind of "timing" on the game or forcing players to not do it I'm totally against it. The best thing about angband is that you can play as you like, with nothing hurrying you to finish it, so imho no "turn count" or "timer" hurrying me to go down. ![]() Saying that, for people who like it, maybe game with fixed level generation (once a level is generated it never changes and there are never new monsters in it) would be nice too, at least as a birth option, so people would be prevented to scumming for better levels and would not have much reason to go back (without the need to take the stairs up). This way people would have the option of fully exploring the level or not but it would be their choice. |
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#22 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Just want to clear up one thing: currently you could theoretically scum level 1 for any item; number 1 would make that no longer true.
Also 15. Optional permanent levels ![]()
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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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#23 | ||||||||||||||
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Yay, ideas. Here are my thoughts.
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However, we should be very clear that only the standard settings, whatever we choose them to be, are guaranteed to be balanced. Quote:
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Angband already has a ton of customization abilities in the edit files. And I think, maybe I design goal should be that any of these customization options should also be things accessible from the edit files. |
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#24 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Things you could tweak in Angband with a similar degree of ease: * Ease of passing OOD checks on monsters/items * Number of bonus artifact chances unique monsters get * Frequency of special rooms (pits, vaults) * Size of levels * Frequency of up/down stairs * Cost of items in stores * Spawn rate of monsters * Monster spell failure rate * Chance of supercharging items Should all of these be options? Probably not. But anything that amounts to "get a number from the user, then plug that number into a formula in the code" could be an option. |
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#25 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#26 |
Prophet
Join Date: Apr 2008
Posts: 2,954
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This already exists in my variant. You can "build" your own levels in a (basic) editor, save the result as a "level.depth" file and activate an option to make the game look for such files and make the resulting "depth" static. Currently, this is mainly used to add extra towns in the dungeon.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#27 | |||
Swordsman
Join Date: May 2009
Posts: 294
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#28 | ||
Swordsman
Join Date: May 2008
Posts: 473
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#29 | |
Knight
Join Date: Sep 2013
Posts: 527
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Added risk/reward behaviour could be given to the current "deep descent" scroll, in that it could take you to a random level between -3 to +7 of current. |
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#30 |
Knight
Join Date: Sep 2013
Posts: 527
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Permanent levels could feature honeypot style additions. Ancient Dragon on 500' guarding guaranteed excellent loot? Orc town featuring all the Orc-ish Uniques with their best loot? Worth trying to crack into?
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