Are autoexplore and autofight (ala DCSS) worth it in V to reduce early game tedium?

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  • Estie
    replied
    Originally posted by emar
    It's a tragedy to me that Diablo ate Angband's metaphorical lunch. Introducing the general population (not being gatekept by grognards on reddit and elsewhere) to Angband via smartphones by building on Cuboideb et. al's work with sane defaults is I think a great way to keep the Angband player base alive (firmly segregated from the grognards via the playstore) akin to the adoption of Software-Defined Radio by less neophobic hams. Angband is an absolutely perfect game for smartphones if the controls can be optimized in a way that doesn't impact PC players at all.
    Diablo not only ate Angbands lunch, it also consumed the last remainders of Blizzards winter supplies, but thats another story.

    I am about as far from a legal expert as you can get, but my limited understanding was that Angband code was protected from being used commercially. So, could it end up in a play store at all, and if so, why ?

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:11.

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:11.

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  • emar
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    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:10.

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  • tangar
    replied
    Originally posted by tom
    Why not start every character with 2 deep descent scrolls? That would also fix an issue (for me) that identifying the first deep descent scroll you find forces you to skip part of the early game, and in some race/class combos I don't want to.
    Just open file lib/class.txt and add there 2 of such scrolls, if you wish so.. But it's kinda cheating IMHO (or rather playing a variantish V).

    Originally posted by tom
    That would also fix an issue (for me) that identifying the first deep descent scroll you find forces you to skip part of the early game, and in some race/class combos I don't want to.
    It's not an issue, but an adventure. Sometimes pretty dangerous. It's not about skipping part of early game, but about surviving, especially with some 'paper' classes. You can always go back if you wish play on shallow lvls

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  • smbhax
    replied
    I actually like the thrill of accidentally deep descending from that first scroll, then fighting my way back up--although I can see how this would be a problem if your settings don't permit that.

    Can level skip be changed on the fly?

    About autocombat, I know I'm weird, but I just like @-bumping things. ^ _^ It's this uniquely roguelike thing that's just fun to do in its own right, for me.

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  • Pete Mack
    replied
    Or set skip-level to 3. (This is a lot of fun)

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  • Estie
    replied
    Originally posted by tom
    Why not start every character with 2 deep descent scrolls? That would also fix an issue (for me) that identifying the first deep descent scroll you find forces you to skip part of the early game, and in some race/class combos I don't want to.
    I like this.

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  • tom
    replied
    Why not start every character with 2 deep descent scrolls? That would also fix an issue (for me) that identifying the first deep descent scroll you find forces you to skip part of the early game, and in some race/class combos I don't want to.

    Leave a comment:


  • Zorbus
    replied
    I used to really be against autoexplore, and like many others, thought that if it is needed, then there's something wrong with the game's level generator.

    I've since then completely changed my mind on autoexplore, but still can't stand DCSS and especially its level generators. But you can definitely benefit from autoexplore on almost any kind of maps.

    In games where you tend to explore the dungeon level fully, autoexplore is great for getting to those last unexplored areas, even if you don't use it as much when the level is mostly unexplored and populated.

    One other QoL feature that autoexplore also has is that it picks autopickable items.

    One alternative to continuous autoexplore is what I call "burst" autoexplore, where pressing the explore-key takes you only to nearest unexplored tile or nearest item to autopick. Feels like you are more in control that in continuous autoexplore.

    I've experienced with these things and other QoL-stuff a lot in my game Zorbus. Compared to most other roguelikes, the levels are biggish (up to 128x128 tiles), and very dense with stuff, but still, (burst) autoexplore is very convenient to have. There's also continuous autoexplore if that's what you want.



    Example dungeon maps to showcase the density: http://www.zorbus.net/dungeon.html

    I also have a command for approach & melee attack. You can also use it just approaching a fleeing enemy to narrow the distance, and then make a ranged attack. The target creature is automatically set, and is marked with a symbol on its tile.

    These tutorial images show the command set and the symbols for melee/ranged/talent (spell) targets:


    If I were a Angband dev, I would probably experiment with a very basic burst autoexplore, just to try out how it would feel. It would be a big change to the game, but still smaller than making the levels smaller and more dense with content?

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  • tangar
    replied
    I speak about auto-exploration thingy, not about stuff which makes combat faster.

    Considering latter, the thing is that in Tangaria (or other V multiplayer variants) there is already auto-retalliation option as gameplay goes in semi-turn-based mode (and you can control the time - slow it down or make it faster).. so you come close to monster with melee character - you attack it automatically with basic melee blows. Also there is fire-till-kill option which allows you to make attacks (including shooting or magic spells) until enemy dies.

    Maybe such instruments should be ported and adapted to V?

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  • Gwarl
    replied
    I have to disagree. When I see a pack of wolves who aren't going to hurt me with a mage I'm like 'cool I press one key and they all die', with a warrior it's like 'oh boy this again' despite it being even less threatening to the @. To the point where I'll even use a bow or zap them with a hybrid simply because that's more automatic.

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  • tangar
    replied
    Originally posted by Gwarl
    But how is this different from being able to target and fire an arrow/spell in a single keypress?

    you see enemy - you fight to it. then you use your 'legs' and move towards next spot, investigation other rooms and corridors, making decisions where to put your next step. you have the same actions which you will have in real-life in such situation. when you press the button to move toward next enemy automatically with autoexploring half of the level - it's dull and break atmosphere of the game, world integrity, narrative... it's kinda give feeling of playing in 'wizard' (cheat) mode.

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  • Gwarl
    replied
    Originally posted by tangar
    I don't like auto-thingy as it ruins atmosphere of the game... makes it kinda dull semi-automatic. Imagine to have such feature in WoW - to press the button and move toward next mob automatically... it breaks world integrity. In rlg it's the same.
    But how is this different from being able to target and fire an arrow/spell in a single keypress?

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  • tangar
    replied
    I don't like auto-thingy as it ruins atmosphere of the game... makes it kinda dull semi-automatic. Imagine to have such feature in WoW - to press the button and move toward next mob automatically... it breaks world integrity. In rlg it's the same.

    Originally posted by smbhax
    In the back of my mind, I can't help thinking that if your game needs autoexplore, you've got the design all wrong; you're saying that your regular gameplay is so boring, it needs to be automated.
    +1

    I would add that in certain way it's possible to play Angband in a boring style - by grinding low lvls again and again... But I personally don't play like this (and even disabled such way of gameplay in my multiplayer variant).. so it depends on your playstyle. If you like roguelikish gameplay - you dive deep and go on the edge (depends on class.. some weak class are hard to play even at low lvls)... but for careful grind - such option with autoexploration could be good. I just opposite to such anti-roguelikish way to play the game. Though all people have their own favorite way to play.. "Every man to his taste"
    Last edited by tangar; June 22, 2022, 11:16.

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