Should Angband have easy/difficult 'levels'?

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #16
    Originally posted by miyazaki

    As for no-selling options, it is extremely liberating. It keeps you in the dungeon longer. (No more lugging backpacks of weapons up to the surface to buy stat potions.) Homeless would have a similiar effect of keeping you in the dungeon longer. (Even better if coupled with fixed-inventory stores.)
    No selling+increased gold drops should definitely be an option. This is the default in DaJ and I've played it a couple times and can vouch for its goodness.

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    • Atarlost
      Swordsman
      • Apr 2007
      • 441

      #17
      First I think you have to demonstrate that other strategies are or can be made viable. Can more than a handful of people take Morgoth with no consumables?
      One Ring to rule them all. One Ring to bind them.
      One Ring to bring them all and in the darkness interrupt the movie.

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      • Tiburon Silverflame
        Swordsman
        • Feb 2010
        • 405

        #18
        This would work at making the game harder, but I've always felt this was a pretty silly concept in videogames, personally. Why do monsters get harder to kill as they get closer to death? Is scar tissue made of muscles or something?
        The goal wouldn't be to make them harder to kill; it's make them much more dangerous. Bonus to hit, bonus to damage, possibly a penalty to AC; that's what going berserk means to me, as you completely focus on the goal of ripping whatever's in front of you, into teeeny tiny little pieces. In doing so, you're giving NO thought to defense.

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