Took a long break from roguelikes. Then got hooked on DoomRL, then played some FAAngband and Vanilla for kicks. Fun for a while until I got killed out of nowhere. Thoughts occur to me. There are certain measures that could modernize Angband to make it both more mainstream and enjoyable for hardcore fans.
1. Detect + Evade is dull. It slows the pace of the game to a snail's crawl and is necessary for all classes when it should only really be a perk for a stealth class (rogues). Ways to fix:
a) Make powerful enemy hits non-deadly and have them cause knockback. Let them take the player's health down to 1 hp (or some critically low number). This reduces frustrating instadeath which everyone accepts as a necessary evil, but I don't really believe is necessary.
b) As a corollary, nerf teleport. Bigtime. Angband's all-powerful "reset" button holds a lot of other aspects of the game back. Make it very rare and expensive. Provide other means of escape (DoomRL's tactics system of 1 expendable dose of haste per level seems ideal.) Boost slow monster and other charm spells.
2. Provide breakpoints. Guarantee unique encounters at certain dungeon depths so that anything less than killing S or M doesn't feel like one big waste of time. For instance: Maggot dogs at 150', Smeagol at 500', Wormtongue at 1000', Khim at 1500', Smaug at 2500', Saruman at 3000', Witch-King at 3500', &c. Breaks up an otherwise tediously long dungeon and gives you a sense of accomplishment for getting part way.
3. Fix LOS. I still end up blowing mana, arrows and turns by shooting at walls or at my feet. I know this one's on the docket, and should be a high priority.
4. Do something about stat-gain. Potion-hunting isn't very fun. Doesn't mean it should be eliminated entirely, just make it the icing on the cake. The cake should be user-decided stat-boosts at level up (like in Un, but with fewer stats to choose from).
5. Get rid of stat draining, or make it only temporary. Period. Getting my stats drained and having to go through the ritual of finding a way to restore them makes me want to turn the game off and never turn it on again.
6. Either provide full monster memory, or (preferably) make it mostly unnecessary by giving monsters intuitive powers. Paralysers should be gorgons and basilisks, not druids and carrion crawlers. Colored monsters are helpful indicators in this regard.
That's it. Happy banding, and congratulations on the new releases!
1. Detect + Evade is dull. It slows the pace of the game to a snail's crawl and is necessary for all classes when it should only really be a perk for a stealth class (rogues). Ways to fix:
a) Make powerful enemy hits non-deadly and have them cause knockback. Let them take the player's health down to 1 hp (or some critically low number). This reduces frustrating instadeath which everyone accepts as a necessary evil, but I don't really believe is necessary.
b) As a corollary, nerf teleport. Bigtime. Angband's all-powerful "reset" button holds a lot of other aspects of the game back. Make it very rare and expensive. Provide other means of escape (DoomRL's tactics system of 1 expendable dose of haste per level seems ideal.) Boost slow monster and other charm spells.
2. Provide breakpoints. Guarantee unique encounters at certain dungeon depths so that anything less than killing S or M doesn't feel like one big waste of time. For instance: Maggot dogs at 150', Smeagol at 500', Wormtongue at 1000', Khim at 1500', Smaug at 2500', Saruman at 3000', Witch-King at 3500', &c. Breaks up an otherwise tediously long dungeon and gives you a sense of accomplishment for getting part way.
3. Fix LOS. I still end up blowing mana, arrows and turns by shooting at walls or at my feet. I know this one's on the docket, and should be a high priority.
4. Do something about stat-gain. Potion-hunting isn't very fun. Doesn't mean it should be eliminated entirely, just make it the icing on the cake. The cake should be user-decided stat-boosts at level up (like in Un, but with fewer stats to choose from).
5. Get rid of stat draining, or make it only temporary. Period. Getting my stats drained and having to go through the ritual of finding a way to restore them makes me want to turn the game off and never turn it on again.
6. Either provide full monster memory, or (preferably) make it mostly unnecessary by giving monsters intuitive powers. Paralysers should be gorgons and basilisks, not druids and carrion crawlers. Colored monsters are helpful indicators in this regard.
That's it. Happy banding, and congratulations on the new releases!
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