Insulting people you are trying to have a discussion with isn't funny. And honestly, the only person on this thread whose posts have come across as heated are yours.
A newb trap is fundamentally a false choice. It *looks* like a choice to someone who isn't experienced in the game, but anyone with any sort of experience understands that the choice is so bad, that it's not in fact a choice at all. Using your limited spell points to learn Light Area is an example of a newb trap. It *looks* like a choice to someone who isn't familiar with the game, but anybody who knows that Rods of Illumination exist, and that Mana Storm exists and you will need a lot of spell points to learn it, understand that it isn't really. Unless the game gives you a surplus of spell points (in which case spell points are just needless complexity), wasting one on Light Area is *so bad* that it's not even really a choice.
It doesn't matter how often you insult those of us who use the term, newb traps are absolutely a thing, and a perfectly valid way of assessing whether an idea would improve or degrade a game.
Surely you understand the difference between rations that you can drop at anytime, and spells you are stuck with forever? One mistake can be corrected in the current playthrough. The other cannot.
One thing I like about Angband is that the only mistake a player can make that can't be corrected is the one that gets you killed, and the death happens very quickly after the mistake.
Edit: Well, ok I guess not bringing food could get you slowly killed. Though the game communicates the hunger mechanic blatantly enough, it's an intuitive enough mechanic, and food generates frequently enough that in practice it will rarely if ever get someone killed. But maybe that's an argument in favor of removing hunger.
There are other roguelikes where you can make longterm uncorrectable mistakes that don't immediately get you killed (Sil and DCSS come to mind) and I don't like them as much. I'm sure you can understand why I wouldn't be a fan of changes that bring into Angband elements that I don't like from other games.
As far as your actual proposed design, it's fine as far as it goes. A pretty significant bump in complexity, but it doesn't seem that much worse than what we have now with the resistance shuffle minigame. It significantly increases inventory pressure (either you have to more frequently return to town to build binders, or carry around some empty/partially full binders), and would probably require the item distribution to be rejiggered but neither of those are inherently bad things.
One thing that could introduce a *lot* of tedium is having to build multiple copies of binders, and rebuilding binders that were destroyed or stolen. That sounds unfun to me unless a lot of work was put into designing a UI that makes it easy to create multiple copies of the same binder assuming you had all the spell scrolls.
Okay---let's tackle this topic because it is too important for it to be mis-labeled as a "newb trap". Newb Traps are hardly a thing. That's a weak-minded useless catch-all phrase to simply avoid anything one does not like. ---> typical YesMen straw man tactic. Not working this time, Flask of Oil right back at ya, bud.
It doesn't matter how often you insult those of us who use the term, newb traps are absolutely a thing, and a perfectly valid way of assessing whether an idea would improve or degrade a game.
The YesMen are seething. They cannot comprehend that is is precisely a 1:1 correlation with equipment and gear finds going down the levels. You are not guaranteed to find another Scroll of Remove Hunger for some time. Do you keep Rations as well as Dried Fruit or do you sacrifice your slots for a few more scrolls of Phase Door? These are choices the newb player is already dealing with, @ewert. But, you seem to not want to call that a newb trap---inconvenient, I know.
One thing I like about Angband is that the only mistake a player can make that can't be corrected is the one that gets you killed, and the death happens very quickly after the mistake.
Edit: Well, ok I guess not bringing food could get you slowly killed. Though the game communicates the hunger mechanic blatantly enough, it's an intuitive enough mechanic, and food generates frequently enough that in practice it will rarely if ever get someone killed. But maybe that's an argument in favor of removing hunger.
There are other roguelikes where you can make longterm uncorrectable mistakes that don't immediately get you killed (Sil and DCSS come to mind) and I don't like them as much. I'm sure you can understand why I wouldn't be a fan of changes that bring into Angband elements that I don't like from other games.
As far as your actual proposed design, it's fine as far as it goes. A pretty significant bump in complexity, but it doesn't seem that much worse than what we have now with the resistance shuffle minigame. It significantly increases inventory pressure (either you have to more frequently return to town to build binders, or carry around some empty/partially full binders), and would probably require the item distribution to be rejiggered but neither of those are inherently bad things.
One thing that could introduce a *lot* of tedium is having to build multiple copies of binders, and rebuilding binders that were destroyed or stolen. That sounds unfun to me unless a lot of work was put into designing a UI that makes it easy to create multiple copies of the same binder assuming you had all the spell scrolls.
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