Well, as Angband is a very random game, it might be hard to predict if it will be possible to die regardless of precautions, but should the developers do their best to make every death avoidable by being careful and well-prepared, or is the game more fun if you can't escape every death no matter how prepared you are?
Personally, I think the developers should do their best to hinder the RNG from handing out death sentences to helpless players. As the occasional OOD monster makes the game exciting, I guess it's very hard to hinder the game from killing off low level-characters really early into the adventure, but the further you get in the game, the more I am against deaths that can't be avoided. After stat gain depth there should be no depths that aren't the players' fault, as you're likely to find your first really great artifacts there, as well as spending lots of time maxing your stats. But of course, I don't like inavoidable deaths anywhere in the game, it's just that I think they are even more unfair the farther your game progresses.
As I've said somewhere before, if there's going to be deaths that you can't do a thing to avoid, why roll for a slight chance of "rocks fall, everyone dies" each turn?
However, I've seen lots of other people writing that they actually like to be completely at RNG's mercy, constantly risking inescapable death. That's why I started this poll!
- I'm not talking about the possibility of landing in a really bad spot after teleporting (if you don't want to take that risk you can always escape with Teleport Level or *Destruction* instead!)
- Nor am I talking about out of death monsters that you can detect and just stay away from
- Nor am I talking about potions of Detonations (no one's forcing you to drink unidentified potions)
- Nor am I talking about traps early in the game (you can always search for traps, and besides you haven't really got anything to lose in the beginning)
- Nor am I talking about Nexus stat-swap (sure, it might make you want to kill yourself, but if you found some really, really great artifact in that game, you will find a way to recover)
- I am talking about things like OOD monsters that you can't do anything about, like fast monsters with pass_wall
- Borderline cases are starting in dark rooms filled with monsters capable of killing you in one turn, when you've just recalled or is playing with disconnected stairs, but then again, disconnected stairs is a bit like Iron Man, it's there to challange the best)
- Another borderline case is OOD monsters that can't pass/kill wall, but still are capable of one shotting players, appearing before the Rod of Detection
Personally, I think the developers should do their best to hinder the RNG from handing out death sentences to helpless players. As the occasional OOD monster makes the game exciting, I guess it's very hard to hinder the game from killing off low level-characters really early into the adventure, but the further you get in the game, the more I am against deaths that can't be avoided. After stat gain depth there should be no depths that aren't the players' fault, as you're likely to find your first really great artifacts there, as well as spending lots of time maxing your stats. But of course, I don't like inavoidable deaths anywhere in the game, it's just that I think they are even more unfair the farther your game progresses.
As I've said somewhere before, if there's going to be deaths that you can't do a thing to avoid, why roll for a slight chance of "rocks fall, everyone dies" each turn?
However, I've seen lots of other people writing that they actually like to be completely at RNG's mercy, constantly risking inescapable death. That's why I started this poll!
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