As you allude two there are two possible concerns with hounds.
1. they are too difficult.
2. they are too annoying.
Personally, I don't think hounds are too difficult either before or after pack AI became the standard. However, I do think that in both cases they are too annoying. A solution for me is one that either: 1) Makes hounds less numerous, reducing monotony. 2) Gives multiple new ways of dealing with hounds, including ways to use them to @'s benefit, thereby reducing monotony.
It's all about reducing monotony and getting back to what makes angband fun, randomly generated stuff and new challenges and places to explore on each level.
(tangentially, i think cones make a lot more sense for hounds and no sense for dragons. Probably because I think of a dragon as huge, towering over @ and likely everything else in the dungeon. The splash is not where the breath hits @, it's where the breath hits the floor underneath @.)
1. they are too difficult.
2. they are too annoying.
Personally, I don't think hounds are too difficult either before or after pack AI became the standard. However, I do think that in both cases they are too annoying. A solution for me is one that either: 1) Makes hounds less numerous, reducing monotony. 2) Gives multiple new ways of dealing with hounds, including ways to use them to @'s benefit, thereby reducing monotony.
It's all about reducing monotony and getting back to what makes angband fun, randomly generated stuff and new challenges and places to explore on each level.
(tangentially, i think cones make a lot more sense for hounds and no sense for dragons. Probably because I think of a dragon as huge, towering over @ and likely everything else in the dungeon. The splash is not where the breath hits @, it's where the breath hits the floor underneath @.)
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