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#1 |
Swordsman
Join Date: Oct 2014
Posts: 298
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suggestion: remove fuel, darkness/turn draining revisions
Hi angband guys.
tl;dr, see subject line. More specifically: Fuel for lamps and torches has little or no gameplay impact (outside of eating inventory slots in the early-to-mid game). This situation could be improved by simply not having fuel in the game. (Flasks of oil are a bit cheezy in the very early game anyway.) Now you might say, "Wait, there are monsters that drain turns!" Indeed, but these also have little impact on reasonably competent play. Most of the time you can just not fight these monsters, but even when you do, this is about the least interesting/relevant monster ability. Even so, you can keep silver jellies, etc. by making them instead inflict a stackable status that reduces light radius. I would recommend making the effect wear off with xp gathered rather than with time, so that it's legitimately dangerous to get. Similarly, I recommend that darkness effects inflict the same status. If you're feeling really ambitious, this same logic would apply to food and hunger attacks, but baby steps... Last edited by mushroom patch; September 6, 2015 at 13:35. |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
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Both of these do have a considerable effect in ironman games.
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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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#3 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Still its a nice idea about silver jellies
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Ironband - http://angband.oook.cz/ironband/ |
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#4 |
Swordsman
Join Date: Oct 2014
Posts: 298
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Unless the drop rates for fuel have changed a lot since the last version I played, I doubt that. 8000 turns is like a quarter of what you can expect to play before gaining access to unlimited light sources. That's probably a conservative estimate.
In any case, it sounds like we agree that with default options the situation is as I described it. |
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#5 |
Adept
Join Date: Jun 2007
Location: Crickhollow
Posts: 207
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I've always thought that creatures that consume light were neat and flavorful, if nothing else. The lowering light radius effect sounds nifty as an alternative/addition, in any case.
Almost overreacted to the original post. The word "uninteresting" terrifies me these days, seeing what it's done to Dungeon Crawl Stone Soup. |
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#6 |
Swordsman
Join Date: Oct 2014
Posts: 298
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DCSS is in an awkward transitional stage right now where it's cut a lot of tedium that was there purely (or at least largely) for flavor, but not enough to where it's achieved really tight, clean gameplay. It's slowly getting there though. There seems to be serious talk about removing hunger from the game, for example. That's a big step for crawl and a necessary one, imo.
Angband is in a place where it has some odds and ends that make it brutally hard if you don't know what you're doing and don't use spoilers, but if you do know what you're doing, it's quite easy, easier than, say, crawl. To look at the big picture re: angband, the basic problems are an underdeveloped tactical game and the overpowered mechanics that create that situation. It's a deep problem, imo. The problems center around a simplistic stealth system in which you don't have to run any risk of unintentionally waking up monsters, lack of incentives to move during combat (this is a big problem, maybe the biggest, imo), overpowered teleportation/summoning mechanics, and to a lesser extent overly high-damage breath weapons. They're all interrelated and it would take a serious effort to unravel the web that's been weaved here. Anyway, back to the subject at hand, it's dangerous to justify mechanics by reference to flavor instead of gameplay. I don't think light draining has ever been a factor in any game of angband/moria and I've been playing since kindergarten. (Keep in mind, when I was a kid I was so bad I died to lice infestations.) Light radius reduction, especially if it can get you down to no light, would be a real threat. |
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#7 | ||
Veteran
Join Date: Jun 2007
Posts: 1,388
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Quote:
Quote:
I kind of like the light radius idea, but it'd quite a bit a balancing to get the danger level right. (I mean silver jellies are a level 1-10ish monster right?) Personally, I think fuel should just be removed -- and if that means silver jellies go, then so be it. |
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#8 | |
Swordsman
Join Date: Oct 2014
Posts: 298
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Quote:
The very early game isn't as bad from a positioning perspective. It often makes sense to move! Later in the game, it's a thing where you move to lure and perhaps retreat to a summoning/breath corridor only. In actual combat, movement is a waste of turns and you don't want to have anywhere to move to anyway. You don't even want to teleport within a level. Late game teleports are teleport level and teleport other, imo. (I mean, ignoring monsters that are both slower than you and neither breathe nor summon, which are monsters that don't matter anyway. Here you can do the move and attack thing, but w/e. Pretty thin combat movement, imo.) |
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#9 | |
Adept
Join Date: Jun 2007
Location: Crickhollow
Posts: 207
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Quote:
But that's my paranoia talking, and getting off-topic. I do like the light radius effect suggestion. |
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#10 |
Swordsman
Join Date: Oct 2014
Posts: 298
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Interesting, though. What specifically prompted your flight? Or what were the main contributing factors?
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