We have to be careful here.
You need to preserve safe options for getting out of a fight you are losing.
I have an interesting idea - how about no loot on the ground, period?
Maybe except for vaults, since they are so risky anyway?
The reason Angband is so bizarro in game mechanics (the other poster was right - 'diving' only works for Angband) is due to the RNG. In most RPGs, you can't' just go to the last dungeon. You'll get wiped out instantly. You can't jump from the mid level dungeon to the last one either - okay, maybe you won't die instantly, but neither can you kill anything to get your characters stronger. You have to work your way up the ladder.
If you really want to get rid of the diving mechanic, then it really should be something like this:
1) No loot on the ground for you to just walk in and grab and leave.
2) Monsters drop appropriate level items, relative to that monster's native level. Great wyrms should only drop great items. Snagas should only drop weak items, even if you kill one on DLVL 99.
3) Store items need to cost a LOT more, and gold drops should be proportional do the level of the monster you kill.
It should be possible for a weak monster to drop a more powered item, but it should be exponentially more difficult. (like finding a ring of speed +20). As a general rule you should always have a set of monsters that are 'hard' for you to kill, but are required killing, in order for you to get items/abilities that you need to kill monsters that are currently impossible to kill.
That will make the game consistently more fun. There is a certain amount of charm to the 'just sneak in, hide/take potshots till you get the uber weapons you need to kill everything, and then win', but it's just not a very balanced game. Although admittedly, it is part of Angband's charm.
They are kind of useless then. I don't mind enlightenment potions as
long as they aren't that easy to get. (and I don't think they are).
- Frank
You need to preserve safe options for getting out of a fight you are losing.
I have an interesting idea - how about no loot on the ground, period?
Maybe except for vaults, since they are so risky anyway?
The reason Angband is so bizarro in game mechanics (the other poster was right - 'diving' only works for Angband) is due to the RNG. In most RPGs, you can't' just go to the last dungeon. You'll get wiped out instantly. You can't jump from the mid level dungeon to the last one either - okay, maybe you won't die instantly, but neither can you kill anything to get your characters stronger. You have to work your way up the ladder.
If you really want to get rid of the diving mechanic, then it really should be something like this:
1) No loot on the ground for you to just walk in and grab and leave.
2) Monsters drop appropriate level items, relative to that monster's native level. Great wyrms should only drop great items. Snagas should only drop weak items, even if you kill one on DLVL 99.
3) Store items need to cost a LOT more, and gold drops should be proportional do the level of the monster you kill.
It should be possible for a weak monster to drop a more powered item, but it should be exponentially more difficult. (like finding a ring of speed +20). As a general rule you should always have a set of monsters that are 'hard' for you to kill, but are required killing, in order for you to get items/abilities that you need to kill monsters that are currently impossible to kill.
That will make the game consistently more fun. There is a certain amount of charm to the 'just sneak in, hide/take potshots till you get the uber weapons you need to kill everything, and then win', but it's just not a very balanced game. Although admittedly, it is part of Angband's charm.
They are kind of useless then. I don't mind enlightenment potions as
long as they aren't that easy to get. (and I don't think they are).
- Frank
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