Poll: changes to zephyr hounds

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Poll: changes to zephyr hounds

    I thought polling this issue might be a good idea. I've tried to keep it simple: no change, a little, a lot, or remove them entirely.
    72
    None - leave them as they are
    0%
    29
    Minor tweaking (e.g. increase rarities by one)
    0%
    30
    Major nerfing (e.g. rarer, dumber AI, smaller packs, lower hp)
    0%
    7
    Remove them altogether
    0%
    6
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • The Sparrow
    Scout
    • Mar 2008
    • 38

    #2
    I wasn't sure how to vote. I think the problem with hounds is a combination of how common they are and how many there are. I get dungeon levels where I cant do anything because there are a half dozen packs of different hounds, all with 20 or 30 hounds, that my character cant deal with, and really has no place to run except to stairscum. And I dont like doing that.

    I guess I will go with increase their rarity. I almost went with slimming the packs down instead, but then you dont need to run away usually.

    Comment

    • Donald Jonker
      Knight
      • Jun 2008
      • 593

      #3
      I went with major nerfing, but my heart isn't wholly in it.

      As it stands, a pack of zephyr hounds will compel you to leave the level, which isn't a big problem for me, as I have an itchy trigger finger when it comes to abandoning levels anyway.

      The only way to remedy this would be to reduce pack size so that -telOther would be effective, which I can't imagine being a bad thing. There are enough reasons out there to leave a level as it is - removing one or leaving it in won't make too big a difference.
      Bands, / Those funny little plans / That never work quite right.
      -Mercury Rev

      Comment

      • Malak Darkhunter
        Knight
        • May 2007
        • 730

        #4
        I think everybody knows how I feel, thanks for the poll Magnate, I wanted to start one, but I didn't know how to do it. There's been a lot of different opinions, and the issue needs to be addressed. Obviously I went with major nerfing.

        Comment

        • Jungle_Boy
          Swordsman
          • Nov 2008
          • 434

          #5
          I picked minor tweaking. I don't really have a problem with hounds but it would be nice if it was slightly easier to get them to follow you into a corridor and maybe reduce the pack size a bit on some of the nastier ones.
          My first winner: http://angband.oook.cz/ladder-show.php?id=10138

          Comment

          • Atarlost
            Swordsman
            • Apr 2007
            • 441

            #6
            I'm going to say axe them completely just for thematic reasons. They don't belong in Angband any more than Tiamat did.
            One Ring to rule them all. One Ring to bind them.
            One Ring to bring them all and in the darkness interrupt the movie.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              @Jungle_boy:
              If you actually want to fight hounds, rather than evade them, you can turn of the "smart packs" birth option. They are easier to fight, and a little harder to evade. (I think they are less interesting that way too.)

              Another point:
              hounds are most prevalent in the 20s, because there are so many native hounds that they tend to swamp out other monsters. By the time you get to stat gain, dragons and other monsters have diluted their frequency by a lot.

              If you MUST change hounds' frequency, it should only be the ones in the 20s. Note that this merely changes exploring the 20s from "strategically useless and actively annoying" to merely "strategically useless". I am not convinced it's a useful change.

              Comment

              • Donald Jonker
                Knight
                • Jun 2008
                • 593

                #8
                I think there are two distinct threads and two distinct polls going on here..

                One is what should be done with zephyr hounds.

                The other is what should be done with hounds in general.

                Unless I'm mistaken zephyr hounds are unique for being able to move through walls, and occur very late in the game, and are thus very different from your typical hounds.. so make sure you know what you're voting for/talking about, folks. The poll was about zephyr hounds only.
                Bands, / Those funny little plans / That never work quite right.
                -Mercury Rev

                Comment

                • will_asher
                  DaJAngband Maintainer
                  • Apr 2007
                  • 1124

                  #9
                  I always turn off smart_packs. Hounds are way too annoying with it turned on. I voted for major nerfing. I definetly think they should be less common. Other than that, they should EIther be dumber OR significantly weaker.

                  about the 20s levels being strategically useless: I think it would be ideal if there were no set of levels in the game which were strategically useless. But how to make it that way, I don't know. In some effort to make it that way in DaJAngband, I made stat potions native to an earlier depth and made them slighly less common to spread out stat gain a little.

                  I thought all hounds in Angband were zephyr hounds (hence the "Z" symbol). Only the ethereal hounds can move through walls. I think you're thinking of a variant (or else thinking of wherever zephyr hounds came from).
                  Will_Asher
                  aka LibraryAdventurer

                  My old variant DaJAngband:
                  http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    Originally posted by Donald Jonker
                    Unless I'm mistaken zephyr hounds are unique for being able to move through walls, and occur very late in the game, and are thus very different from your typical hounds.
                    Zephyr hounds is the official designation for hounds--take a look at the knowledge menu. The ones you are thinking of are ethereal hounds, and they are not very common; I usually see maybe two packs in a game.

                    Comment

                    • pav
                      Administrator
                      • Apr 2007
                      • 793

                      #11
                      The hounds stay in the picture.
                      See the elves and everything! http://angband.oook.cz

                      Comment

                      • Donald Jonker
                        Knight
                        • Jun 2008
                        • 593

                        #12
                        Originally posted by Pete Mack
                        Zephyr hounds is the official designation for hounds--take a look at the knowledge menu. The ones you are thinking of are ethereal hounds, and they are not very common; I usually see maybe two packs in a game.
                        No kidding? My mistake. So that's why I couldn't find them in the spoiler tab.

                        I withdraw my vote (edit: which as for major nerfing) and previous comments (which pertained only to ethereal hounds).

                        No change to the hounds.
                        Last edited by Donald Jonker; February 15, 2009, 04:37.
                        Bands, / Those funny little plans / That never work quite right.
                        -Mercury Rev

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by Donald Jonker
                          No kidding? My mistake. So that's why I couldn't find them in the spoiler tab.

                          I withdraw my vote and previous comments.

                          No change to the hounds.
                          Sorry for the confusion - I meant to indicate clearly that the poll is about Zs, as opposed to canines in general (which includes hellhounds and other Cs).

                          CC
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #14
                            Hounds are ultra-annoying - and therefore should stay as they are.

                            EDIT: Hey, 1000th post.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • buzzkill
                              Prophet
                              • May 2008
                              • 2939

                              #15
                              Originally posted by Atarlost
                              I'm going to say axe them completely just for thematic reasons. They don't belong in Angband any more than Tiamat did.
                              Quite the opposite. Leave the hounds alone and bring on Tiamat and even more high demon uniques.
                              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                              My banding life on Buzzkill's ladder.

                              Comment

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