"Good game play" is in the eye of the beholder. Just ask DOS350. IMO, if there's an element of that can be readily abused and said abuse unbalances the game, then tweaking that element is in the interest of good game play. Angband has a ton of these abusable mechanics, but that's not a reason not to fix just one, or fix just one at a time. It's not that destruction too "epic" in it's own right, it's just too much of a "no-brainier (repeat)", which leads to the sub-optimal policy of self-policing or just plain old boring choices.
I'm by no means an authority. I seldom reach a point where the benefits destruction outshine the less destructive nature of Teleport Other (which I have a tendency to use more than I'd like). Greater vaults and endgame uniques are things I read about more often than I encounter.
I'm by no means an authority. I seldom reach a point where the benefits destruction outshine the less destructive nature of Teleport Other (which I have a tendency to use more than I'd like). Greater vaults and endgame uniques are things I read about more often than I encounter.
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