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

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  • Djabanete
    replied
    Originally posted by emar
    How would new players get the message that diving early and/or avoiding encounters is the "right" way to play? It's effectively dogma here
    Are we really so dogmatic? I think most community members will tell you that there are many ways to play Angband and that the right way is the way that's fun for you. But should anybody complain that the early levels are too boring, then yes, most community members on this site will recommend diving faster. It's just common sense that, in a self-paced game, if the pace is too slow for you, you should set a faster pace.

    This is what Fizzix wrote on the reddit thread, and I'm reposting it here because I thought it was really constructive:

    I used to play angband a lot, and even wrote some code for it back in the day. (old-timers might recognize my user name)

    I think a lot of the commenters hit on some of the key points. Some are design decisions, some are historical, some are accidental (and could be changed). I'll discuss a few of them and try to explain why they are why they are from my point of view.

    1) Slow pace/grind. This is the number one complaint and it's a bit of an annoying one. It comes from a mindset that the player will always choose the most boring way to progress possible, so you need to force the player into difficult scenarios. Most games today are "tight" meaning that the game progresses you along at a constant pace and throws appropriate challenges at all steps. It's easy to be tight with an RPG, it's harder with a roguelike. Yet it's clear that games like DCSS (and even TOME) are much tighter than Angband. Angband basically let's you progress at your own pace, which was actually a draw to me when I first picked it up many years ago. You can make Angband tight if you want. Turn on forced descent (one of my additions) and the game quickly becomes pretty tight, although it isn't optimized nearly as much as DCSS.

    2) Large, empty levels. This is partly a design choice, and partly gameplay forced. Angband has large field of vision (20 tiles) compared to like 8 for DCSS and 12ish for TOME. Furthermore, high level game play relies on avoiding/removing monsters you don't want to face, often by teleporting them away. These two things (and what I discuss next) set the level size. Finally, the endgame of Angband centers around epic sized giant vaults. These need to actually fit as part of a level, rather than be the full level, like some of the giant vaults are in TOME. There are ways around this, reduce the field of view to 10 or so. Reduce level size up to around level 50 and so on.

    3) One-shot kills. "It breathes, you die" is an old angband trope and is still true. Games tend to try to avoid one-shot kills because it seems unfair, especially for a roguelike. TOME has them, but DCSS does not. Most of Angband's danger after the midgame come in the form of one-shot kills and if you're inexperienced you don't even realize when you had a close call. The fact that monsters are deadly mean that you usually can only face off against one at a time, which prevents small/crowded levels too. (Angband does have some small labyrinth like levels, and those are death traps.)

    4) The graphics are terrible. The interface isn't that bad per se, but Angband always prided itself on modability, nearly everything in the game can be easily changed through text files, etc. A lot of the stuff requires no coding ability to edit. Angband's original popularity came from this as people replaced the monster list with whatever they wanted. It still prides itself on this. It's a lot harder to make a new monster or a whole new monster list if you also need to create tiles. Angband never had a strong graphical team. The best was Shockbolt who made the tiles for Angband and TOME, but the tiles were too big for Angband's 20 tile field of view, so they're difficult to use. I think Angband could really benefit from a strong graphical overhaul, but it's never had a dev who was skilled in that area, so that never happened. I noted that Angband was getting killed by DCSS in this area 10 years ago or so. It's only gotten worse since then.

    5) Repetitive late game. Granted this is only a concern for old-timers like me who regularly reach the late game. While I don't find the first half of the game grindy at all, the late game is really boring. I find the epic vaults not that interesting, and I have argued against removing them all in the past. It was not a popular opinion. I don't have a good solution to this beyond just condensing the last 50 levels into 10 or so, but that requires a major rebalance change.

    there's probably more that I'll think of, but I should get back to work. As for why I don't play Angband so much? It's the same as why I don't play many roguelikes. They require too many keypresses. After a day of typing at work, I usually need to rest my hands in the evening.
    In some ways the great draw of Angband is that you can play at your own pace. Without realizing it, I found this a very attractive feature in my first ~20--40 games of Angband. But after winning the grindiest possible game of Dunadan Ranger, I gradually came to prefer a tighter gameplay experience (Fizzix's terminology from point 1, above). I tried tighter roguelikes like DCSS and Sil, and they're great, but I still prefer something about the mechanics or atmosphere in Angband. So what I landed on was PosChengband, with a whole slew of OCD self-imposed rules that force the game to be tight and not grindy (and hard enough that I can't possibly win, lol). Now of course I don't play anything because I have tiny kids... except that when they're napping in a kangaroo pouch, I can play Hearthstone since that just requires one hand on the mouse.
    Last edited by Djabanete; June 21, 2022, 20:21.

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  • Bill Peterson
    replied
    You might also ask how popular reddit is here on the Angband forums

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  • emar
    replied
    I asked "Why isn't Angband more popular?" on reddit and it seems to confirm the issue.

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  • emar
    replied
    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:08.

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  • ewert
    replied
    The beauty of single player games is that people can play their way. There is no "hurry" or "slow it down" to aspirate to to "balance" the game.

    I have played ever since Moria god knows what version number. My play speed is blitzingly fast in real time speed (all uniques must die, so not in game turn speed), and exploring takes a proportionally annoying part compared to fighting, and an autoexplore-until-disturbed button (you can probably find video of how tales of majeyal does it) would be lovely ...

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  • smbhax
    replied
    Ah just make a stairway mimic, that'll put the excitement back in that some people in an awful hurry seem to be missing.

    (Or is there one already? I don't know, I'm a noob. Now I'm gonna be scared of stairs.)

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  • ewert
    replied
    I would love an autoexplore a la tales of majeyal.

    Also I use 5 levels per dungeon stairs myself to skip on the tedium of getting to harder levels... XD

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  • smbhax
    replied
    Originally posted by Estie
    Another option would be to introduce "deep stairs"; differently coloured "<" and ">" that skip (a randomized amount ?) of levels. You could make them more frequent/skip more levels in shallow regions.
    Hengband has I think they're called "shafts": different-colored stairs that move you up or down two levels instead of just one. As I noob I found them deeply confusing; DCSS had taught me that the color of stairways didn't matter. ; |

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  • Estie
    replied
    The tedium of early game, with a strong or risk inclined character, is finding the stairs down. Moving through empty areas with shift-direction works fine for me; I doubt auto-explore would speed that up by much. Getting stalled by irrelevant encounters is one of the major mistakes that new players need to learn to avoid.

    Once that has become habit, I dont see how auto-fight helps. So auto-fight would be for players who insist on clearing snaga hordes, but dont want to manually press the button.

    Now I am sure I would like playing with auto-anything; I also enjoy watching the Borg. But I dont think putting this into Angband is a good idea. It would split the game and create a phase where youd have to stop using it.

    If skipping early game is the only purpose, deep descent scrolls arent the right tool since they also allow you to skip the mid game. If thats also intended, then sure, go for that, but be aware that making them more frequent will do more than just allow skipping of the early game.

    Another option would be to introduce "deep stairs"; differently coloured "<" and ">" that skip (a randomized amount ?) of levels. You could make them more frequent/skip more levels in shallow regions.

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  • Pete Mack
    replied
    If you're spending that much time on the first 30 levels you're doing it wrong. It should take under an hour.
    Also: taking out an OoD Glabrezu at DL35 with a CL18 HE Mage is a whole lot of fun. Yes, I was very lucky to meet it in the first place, but it's not even possible if you are grinding.

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  • Nick
    replied
    Originally posted by emar
    I started playing in the early 3.0.* days and I remember the early game being more unfair and deadly. I don't know how much of that was my own lack of skill versus the game itself, so it's a fair point for me to go play older versions to compare.
    I think it was the game itself. My vague impression is that 3.2 was suddenly much easier (for several reasons, some of them accidental), and then since then there's been a fairly steady trend of the game overall getting gradually harder, apart from the early game.

    Originally posted by Angdrim
    Let me stick up for the probably-unpopular opinion: I think Angband is a better game for having lots of tedium and grind in the early games. The reason is that it makes you much more invested in each @. Dying HURTS when you've invested many hours in a character, and so the early game effects how you play. Namely, much more conservatively than you would if a @ dying didn't cost you much. Even beyond the auto-save-upon-death thing, Angband rewards careful game play (and early versions did much more so), which is one of its strengths.
    I'm sympathetic to this idea, but I also feel that it's a bit of a hangover from when Angband was new and there were no other games like it and people were prepared to put large chunks of their life into trying to master it. I also had some experiences with Oangband (which was even more brutal) that (while fun in a masochistic sort of way) left me feeling that I was on the wrong track, and harder is not always better.

    So my aim has not been to bring back the old days, but rather to try to make the game hard in new and interesting ways.

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  • Djabanete
    replied
    For me the beginning of the game is the best part. I haven't played in a while, but I was last playing PosCheng. My recipe for an enjoyable early game was simple:

    (*) Random race, random class, random personality, random spell schools
    (*) Don't intelligently assign stats (distribute your stat points across all stats evenly)
    (*) Don't enter any shops
    (*) Take every down staircase as soon as you see it until dungeon level 10 or so

    Bumpy ride guaranteed.

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  • smbhax
    replied
    Autofight and autoexplore are necessary in DCSS because the early dungeon layouts are dreadful--just incredibly depressing to explore. And they don't take the problem away, in fact they make it even more tedious, just in a shorter period of time.

    Angband does not have that problem, the early game is actually pretty fun.

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  • emar
    replied
    The user has deleted this post.
    Last edited by emar; February 1, 2024, 02:08.

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  • Angdrim
    replied
    Let me stick up for the probably-unpopular opinion: I think Angband is a better game for having lots of tedium and grind in the early games. The reason is that it makes you much more invested in each @. Dying HURTS when you've invested many hours in a character, and so the early game effects how you play. Namely, much more conservatively than you would if a @ dying didn't cost you much. Even beyond the auto-save-upon-death thing, Angband rewards careful game play (and early versions did much more so), which is one of its strengths.

    Leave a comment:

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