I do think that this is a problem of our own making. Diving is easier because of certain changes, especially in status attacks: paralyzation is no longer a concern; blindness and confusion are cured by simply obtained potions. There has also been a recent threat about nerfing nexus effects!?! Hounds? Nerfed. These things used to slow players down in the past. Now it is easy to blow right past them. The only dangers now are big breathers and they are solitary and easily avoided with detection and stealth.
Surely implementing some of the suggestions in the "Making Angband harder" thread would relieve some of the tedium that people are complaining about:
- Make detect and evade harder: nerf detection/telepathy, increase the upper end of the stealth scale.
- Nerf archery: already in progress
- Remove certain spells: create doors, create staircase, ammo branding
- Artifacts: no preserve mode, WoD destroys artifacts
- Dungeon levels: variable sized dungeons, fewer down staircases
- Monster drops: return to monster level not dlvl
Some of these are in progress, some not. This is also why I suggested some random abilities for monsters. All these make game play less formulaic: more thought has to go into exploring and fighting.
Surely implementing some of the suggestions in the "Making Angband harder" thread would relieve some of the tedium that people are complaining about:
- Make detect and evade harder: nerf detection/telepathy, increase the upper end of the stealth scale.
- Nerf archery: already in progress
- Remove certain spells: create doors, create staircase, ammo branding
- Artifacts: no preserve mode, WoD destroys artifacts
- Dungeon levels: variable sized dungeons, fewer down staircases
- Monster drops: return to monster level not dlvl
Some of these are in progress, some not. This is also why I suggested some random abilities for monsters. All these make game play less formulaic: more thought has to go into exploring and fighting.
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