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#11 |
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Swordsman
Join Date: Jan 2012
Posts: 262
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I think your analysis of health looks interesting, fizzix, but there is a general point that you (and the monsters) have lots of different stats, and general power level is some increasing function of these, which is usually at least linear in each one (and can be substantially superlinear with things like an evasion/protection system or combat rolls as in Sil). So if the stats rise linearly with depth you'll naturally get something which rises at least like a significant polynomial. Sil's system behaves pretty similarly to an exponential (it may even be super-exponential -- I think a lot of characters could stand next to an enemy from 10 levels earlier and just pass, and would starve to death before dying from the attacks). There are some parts of Sil's system which rely on it being a short game, but if anyone is interested in adapting it to a longer game I know how to change them to make it essentially scale-free (this is something we considered a while back in development), and would be happy to talk about that.
To Magnate and Nick: Obviously those are pretty flattering reasons for not trying Sil! I'm a little sad, not least for the rather selfish reason that you both seem to have good instincts for game design and it means we're deprived of criticism and ideas from you. More generally, it's obviously better to have a spread of games trying out different ideas than clones of the same game. But Sil has made a lot of changes. I think it's quite possible to divide these into a spectrum from those which are fairly uncontroversially good, through ones which should maybe be adapted by more games in the genre but probably shouldn't be universal, and to things which are quite specialised to the game and may well not want to be copied. Let me attempt to draft such a spectrum. Obviously the location of individual items is pretty subjective, and I'm sure some people will disagree with some of my placings, but hopefully I'll have these largely correct. Relatively uncontroversial: - Tutorial and manual (but these are quite a lot of work; in the case of Sil, almost all due to half). - Simplifying and streamlining the commands required (to make it easier to learn). - Choosing clean mechanics and making these transparent to the player (there probably is a space for games with obscured mechanics, but at least V and v4 seem to be going in this direction). - Philosophy of encouraging interesting choices for the player. - Realistic weapon weights. Widely beneficial: - Making the start of the game challenging (or having an accessible mode where this is so, or presenting dangerous opportunities early which you can choose to avoid, etc.). If I can't find something difficult or where it feels like there's a potential for it to go wrong in the first 15-30 minutes of a game, I'll often not continue playing. This is where a lot of the interest of the game is, so present it up-front. - Consistent flavour. - Generally keeping numbers visible to the player (health, damage, bonuses etc.) as small as possible while giving enough resolution for the mechanics to work (+1 to just about anything is a nontrivial amount in Sil). - Decaying experience with kills of the same type of monster (doesn't need to decay as fast as Sil); more generally incentives to venture out of your comfort zone. - Almost never having more than one attack per character/monster per round (to avoid message spam). Would be good to see more of: - Lack of instant escapes. (I doubt V wants this, as it seems that the escapes and frequent situations where you can die in one round that they entail are part of the identity of game, but the lack of instant escapes does help the tactical depth.) - The stealth system, or something close. - Experience for non-combat things like encountering monsters. - The essence of the combat system (v4 is going in a similar direction). - The forced descent, or other mechanic to prevent grinding. - No town (actually there are quite a lot of games with this already). - Game length (again by no means unique to Sil, but it is a major departure) Might be good for some other games: - The light/darkness system (could be good if another game wants magical darkness, but perhaps that's a bit niche) - Classless system with lots of options to build your character by spending experience. - Player health not really changing through the game. Fairly specific to Sil: - Low magic, and what magic there is subtle (I suppose Beleriand might go in this direction for the same flavour-driven reasons as Sil, but I think magic is part of the appeal of a lot of fantasy). - The story/setting (trying to steal a Silmaril) - Having the races at such disparate power levels (again, flavour driven) Well, that's quite a long list, and I'm sure I've missed some important changes (feel free to suggest where I've gone wrong), but hopefully it's a useful starting point for people thinking about what would be good or bad to borrow from Sil. Last edited by Scatha; June 15, 2012 at 09:36. |
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#12 | |||||||||
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Prophet
Join Date: Dec 2009
Posts: 4,890
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Otherwise, what other commands do you think we could remove from Angband? Quote:
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One big way that Angband and similar games get interesting is by getting you in over your head. You know that whole "ignorance breeds fear" thing? Well, when you don't know if you can handle a challenge, you become afraid -- and being frightened, in a game, is interesting! But when we have all these escape items, any time you're worried that you might get in over your head, you just hit the reset button and can carry on playing inside your comfort zone. We should be trying to push you outside your comfort zone as much as possible, because that makes the game more interesting. That means that easy access to easy escapes needs to be removed. Easy escapes (broadly, ones that work quickly and also almost certainly provide safety) should be valuable items that you hoard and have to consider carefully before using, in case you get into even greater trouble down the road. Now, we of course have to counterbalance that by making certain that we don't just present you with impossible challenges that you now cannot escape from. That's only rarely fun. Quote:
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#13 | |
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Knight
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So in ToME2 you could cast "manathrust" (the equivalent of magic missile) by typing something along the lines of "maa" just like in Angband, but the first "a" didn't represent "book 1"; instead it meant "attack spells" or something like that. As for the "search" functionality, you could type an @ sign at the "m" menu to search through your spell list, so you could cast manathrust by typing "m@Manat" and pressing enter (assuming you didn't know any other spells that began with "Manat"). And then of course you could bind keys to these searches
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#14 | |||
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Swordsman
Join Date: Jun 2007
Posts: 364
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So "maa" usually means "cast a spell from the first book". You would then select the spell with a-z. You could inscribe books just as in angband such that "ma2" would specify a specific book inscribed with "@m2". Quote:
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#15 |
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Prophet
Join Date: Dec 2009
Posts: 4,890
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The proper way to handle that, of course, is to have a keymap recording system that assumes that any selection from a list of choices means to always make that selection, not to always select that slot. So if you turned on recording and then did "maa", instead of recording "cast the first spell from the first spellbook" it would be "cast Magic Missile from the spellbook Magic for Beginners." And if you didn't have Magic for Beginners, or if somehow Magic Missile weren't in it, then the keymap would fail.
The only case this breaks down in, really, is when you're shooting ammo at your closest target, since you can run out of your tier-0 ammo and want to gracefully fallback to your tier-1 ammo. Fortunately Vanilla already has a "target nearest enemy and shoot first ammo" keymap in the 'h' command. |
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#16 | |
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FAangband maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 47
Posts: 3,762
Donated: $60
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I have played Sil a little; I guess my main feeling is that I don't have the time/thinking space to do justice to learning Sil properly at this point.
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"There is no safety. There is no end. The word must be heard in silence. There must be darkness to see the stars. The dance is always danced above the hollow place, above the terrible abyss." - The Farthest Shore, Ursula Le Guin |
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#17 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,331
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Thanks Scatha! That's a useful post.
As Derakon says, I don't think Angband will ever force player descent. However, what we will do is ensure that a forced descent ironman game is always viable for the people who want that challenge. Some people like a slow game that let's them remain at a depth for as long as they want, and I'd be loath to turn that player off from Angband. As far as decreased XP per type of monster. V does have decreasing XP benefit as your level goes up, which sort of has the same effect. Sil has a very different approach to levels and XP so I'm not sure how much of a comparison is useful here. There are other ways to bring players out of their comfort zones. The most common is to limit the monsters with permanent or semi-permanent levels. Another approach touches on the monster genocide idea, namely a player should be able to kill off all monsters of a certain type. The approach here is the converse of that. Hell Wyrms are lucrative so you limit their number. I think the beginning of Angband has a decent ramp to difficulty. Perhaps the reason players here don't think it's difficult is because they are not beginners. I remember dying on dlevels 1 and 2 when I started. I don't actually think early dungeon ease is a huge problem (3.4 is harder than 3.3, I'm not sure where v4 falls.) Lastly on escapes. Right now Vanilla needs escapes because the game presents too many situations that are downright unhandleable. Arrive in a dungeon in a room of timehounds? Maeglin summons Ungoliant and the Tarrasque? Arrive near a graveyard? All of these situations require escapes. I'm personally of the opinion that we need to reduce/remove these situations. Make pits/graveyards smaller. Make time/gravity hounds less dangerous and have smaller pack size. Allow the player to weaken summons by killing monsters. I'm not a fan of spawning monsters either. I think you should be able to clear out a dungeon level without having monsters constantly arriving on it. But these are my own opinions and they engender much disagreement. In summary, I would like us to be in a position where we can start limiting escapes, but we need to change the essential flow of the late game dungeon to implement that. |
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#18 | |||||||
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Swordsman
Join Date: Jan 2012
Posts: 262
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(I edited my previous post to mention game length, which is a significant departure of Sil from V I'd managed to forget.)
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Sil is certainly not the only recent roguelike to make some effort to make the commands more accessible, but since its changes were from an Angband-like system, they might be relevant here: - Added a unified (u)se command and promoted this to new players. The old, specific use commands almost all still exist. - Similarly added a unified method for terrain interaction. Quote:
Edit: Perhaps it's okay to do this to players anyway, even if a little unexpected. It's early enough in the game that it's easily learned, and it is natural in some ways. Quote:
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Allowing grinding in some sense makes the game a continuous "choose your own difficulty level" as you go. This can be great for people pottering around having fun with their character. But it makes the game less of a challenge to be beaten. At least personally, something I enjoy is trying to optimise my play. This runs into problems if "optimal" play is to grind a lot, which I don't enjoy. Perhaps that's something I should have mentioned in my list: - Ensure optimal play is interesting. You can have a challenge like "win the game in as few turns as possible", but this has a couple of problems: - Without external reference (e.g. the ladder) or playing a lot of times you have no yardstick to measure yourself against. - It's terrible as a goal when you're learning the game and have no idea what the late game is like. The forced descent is a way of saying: "You don't have to choose your difficulty level, we've done that for you." This may annoy some players, but it's great for those enjoy meeting and overcoming external challenges. It also helps us from a game balance point of view to try to construct situations which stay dangerous for a majority of characters through the game while not being unfair on others. Interestingly, Angband has an option which prevents grinding: Ironman. Is playing Ironman a sensible way to learn the game? I'm not sure. There's a lot of weight in default settings; if you thought that no grinding was the best way to play then making Ironman the default with an option not to would significantly change the perspective of new players to the game, while doing very little to old players who know how they prefer to approach the game. Quote:
Of course you're right that Sil's experience system as a whole is quite different, but I think this part translates over quite easily, freely of the other aspects. Last edited by Scatha; June 15, 2012 at 10:46. |
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#19 | |
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Angband Devteam member
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I agree that there is considerable scope for improvement in V here. The problem is, every time I think about reforming xp I end up re-creating Sangband.
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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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#20 | |
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Swordsman
Join Date: Jan 2012
Posts: 262
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Apart from the Sil mechanic, one example of a system which has a genuinely different kind of effect would be: If at character level n you kill a monster of level m < n, then the experience gained is divided by some increasing function of (n-m) (e.g. (10/9)^(n-m)). If you kill a monster of equal or greater level you get the usual amount of experience. The effect of this would be that you are fairly rewarded for killing monsters of equal or greater level to you (and as deeper monsters will tend to be worth more experience, particularly rewarded for defeating these, as per the current system), but when you get to a certain point the experience for shallow monsters really dries up. |
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