What is "balance" anyway
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Game is quite boring and way too easy now. There is no feeling of mystery left. I never anymore feel compelled to do some exploring. It is just one single run to bottom of the dungeon to kill Morgoth and that's it. Million turns without any "wow!" or "I didn't expect that" moments. That's just boring.
Eddie et co. are trying to re-generate that mystery feeling with "ID by testing", but because ID as spell still exists and is plentiful as items that doesn't change much.Comment
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Whole gaming philosophy was a bit different too: there were deliberate junk items (shards of pottery, non-monster skeletons) without anybody complaining about them and you were not expected to win the game. No item stacking also made things quite a bit different. Much less items were found in drops, especially in summoning explosions and high-reward pits and there was in contrast more floor-items and vaults played bigger role in gaming. You usually saw at least one GV in one game, so you saw approx one CGV in four games. Now it can take a lot of games before you see a good GV. You also usually now have better gear *when* you find one.
Also region between 2500 and 4000 (or something like that) was more difficult because there were no low-speed boost items like Amulets of Trickery. If you found an GV you were very tempted to clear it up in hope to find RoS or BoS or one of the speed-booting artifacts.
Also you could still have these items squelched when they come into your line of sight and become identified, so you still wouldn't have to wade through loads of shards of pottery for example.
Not sure how it would work for people using tiles though (I use old tiles which has a different tile for each monster, and are recognisable at a glance, which I like).
Another thing I'd like to see is the chance of vaults, pits and other interesting stuff as early as level 1. I hate starting a new game knowing there will be nothing interesting at all for a load of levels which I have to go through.Comment
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The difficulty with early vaults, as anyone who has ever played with the "always generate unusual rooms" option can attest, is that you can't break into most of them without being able to bore through solid granite -- and frequently, much more of it than a -Stone to Mud can provide. Most young characters can't manage that; it's limited to beefy warriors who buy picks, and mages who learn Stone to Mud as a castable spell.
I wouldn't mind modifying vault generation to not always require you to dig to the entrance. Mostly this would involve surrounding vaults with some walkable space (since the game will generate corridors going up to the vaults). Some vaults, like the GCV, should still require digging though.Comment
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I wouldn't mind modifying vault generation to not always require you to dig to the entrance. Mostly this would involve surrounding vaults with some walkable space (since the game will generate corridors going up to the vaults). Some vaults, like the GCV, should still require digging though.Comment
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This is how it works in Sang (in which perception is an improvable skill), but I don't think it would work for V, unless perception was changed to a clev-dependent skill (like, e.g., magic device skill)."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I quite like the idea of not knowing exactly what an item or monster is until it comes into your line of sight. Just seeing a D and not knowing any more about it is quite an interesting prospect.
Also you could still have these items squelched when they come into your line of sight and become identified, so you still wouldn't have to wade through loads of shards of pottery for example.
Not sure how it would work for people using tiles though (I use old tiles which has a different tile for each monster, and are recognisable at a glance, which I like).
Another thing I'd like to see is the chance of vaults, pits and other interesting stuff as early as level 1. I hate starting a new game knowing there will be nothing interesting at all for a load of levels which I have to go through.Comment
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The difficulty with early vaults, as anyone who has ever played with the "always generate unusual rooms" option can attest, is that you can't break into most of them without being able to bore through solid granite -- and frequently, much more of it than a -Stone to Mud can provide. Most young characters can't manage that; it's limited to beefy warriors who buy picks, and mages who learn Stone to Mud as a castable spell.
I wouldn't mind modifying vault generation to not always require you to dig to the entrance. Mostly this would involve surrounding vaults with some walkable space (since the game will generate corridors going up to the vaults). Some vaults, like the GCV, should still require digging though.
AndrewThe Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
In UnAngband, the level dives you.
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com
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My first winner! http://angband.oook.cz/ladder-show.php?id=9326 Link, the Kobold Warrior!
My second winner! http://angband.oook.cz/ladder-show.php?id=9369 Cailet, the Hobbit Mage!
Damned be those who use High Elves, for they are the race of the weak!Comment
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The difficulty with early vaults, as anyone who has ever played with the "always generate unusual rooms" option can attest, is that you can't break into most of them without being able to bore through solid granite -- and frequently, much more of it than a -Stone to Mud can provide. Most young characters can't manage that; it's limited to beefy warriors who buy picks, and mages who learn Stone to Mud as a castable spell.
I wouldn't mind modifying vault generation to not always require you to dig to the entrance. Mostly this would involve surrounding vaults with some walkable space (since the game will generate corridors going up to the vaults). Some vaults, like the GCV, should still require digging though.
I must have played 100 games of Angband now and I've only found one GCV and probably 2-3 CVs.Comment
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