Hello everyone. I'm a long time player / lurker but haven't posted much. I have a couple of questions / observations about vanilla that I thought I'd throw out there and see if they struck a chord with anyone.
I've been playing *bands off and on for years. I really enjoy the challenge of "one life / one game" and the old school feel of 1st edition AD&D which permeates the various iterations. I also enjoyed a game called Adom which I'm sure you're familiar with. my questions here are mostly about the design of the dungeon levels themselves which, for me, are the critical component around which the rest of the game revolves and depends upon for it's character.
The exploration of and combat in a dungeon is the heart of the matter. How to use corners, long hallways, doors, traps, etc. to greatest advantage. The tactical interaction between melee, ranged combat & magic & all that. The thing is, I've always been a little disappointed in vanilla's random dungeon generation. Let me cover a few points:
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(1) Why is each level randomly generated every time it is reentered? I know at one time there was an issue with memory. It takes a lot of kb to store each level in the save file but really... modern computers have more than ample storage now.
The disadvatage to having a random level each time is that we are not "invested" in it or rewarded by carefully exploring the level and establishing "safe rooms", equipment caches or mapping the fastest routes between stairs. Permanent maps would give a sense of continuity which I feel is lacking with the "you enter a maze of stairways" scenario currently used.
I know that the random artifacts and named monsters currently depend on the random levels right now, and they can still be randomly generated upon first entering a level and then retained there until found / killed - surely it would be more fun and interesting to know that you've got "named monster X" to deal with on that next level and probably something nice to find there as well even if it takes a few trips and some careful mapping... it would turn the average random "run and gun" into more of a cat and mouse game of wits with boss monsters that stayed close to the "down" staircase of their level, perhaps.
(2) The size of each level is also a little large for my taste. I've played a few variants where one can select "small dungeons" and I always use that option. It seems to me that dungeons in vanilla tend towards "sprawl" without any interesting features that make it worth exploring (or getting too far from the stairs unless you have a proper feeling!)
I wonder if it would be difficult to implement different sizes in the options? Smaller levels with the same amount of monsters / traps & treasure tend to "condense" the whole level experience into a smaller, faster more dangerous run which some players may prefer.
(3) Unusual rooms & passages abound in some variants. These are always fun and interesting tactically. I wonder why they have not been used more in vanilla? I know there are vaults and such every so often but they seem few and far between.
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I know that probably the first thing you want to tell my is try variant X and not worry about vanilla but let me expound further:
I wonder why Vanilla has gone through so many changes over the years but never addressed the central theme of dungeon design itself? The copious options menu allows for a wide variety of experiences when playing, why not give players the following options (for instance):
Dungeon Permanance (warning: large save files!) Yes/No
Dungeon Level Size: Small / Medium / Large / Random S/M/L/R
Unusual room configurations: Common / Uncommon / Random C/U/R
I don't understand, and maybe someone can explain it to me, the reluctance to change vanilla Angband's design to allow for more options? Is it because the variants exist and vanilla is seen as a sort of "tournament" for the ultra hardcore? I don't mean this as a flame or anything, I swear - I am just genuinly curious why vanilla itself has changed so little over the years when technology has come so far and there are so many interesting ideas in the variants to borrow from, especially when it comes to dungeon level design, which is the heart and soul of the game.
I've been playing *bands off and on for years. I really enjoy the challenge of "one life / one game" and the old school feel of 1st edition AD&D which permeates the various iterations. I also enjoyed a game called Adom which I'm sure you're familiar with. my questions here are mostly about the design of the dungeon levels themselves which, for me, are the critical component around which the rest of the game revolves and depends upon for it's character.
The exploration of and combat in a dungeon is the heart of the matter. How to use corners, long hallways, doors, traps, etc. to greatest advantage. The tactical interaction between melee, ranged combat & magic & all that. The thing is, I've always been a little disappointed in vanilla's random dungeon generation. Let me cover a few points:
-------------------------
(1) Why is each level randomly generated every time it is reentered? I know at one time there was an issue with memory. It takes a lot of kb to store each level in the save file but really... modern computers have more than ample storage now.
The disadvatage to having a random level each time is that we are not "invested" in it or rewarded by carefully exploring the level and establishing "safe rooms", equipment caches or mapping the fastest routes between stairs. Permanent maps would give a sense of continuity which I feel is lacking with the "you enter a maze of stairways" scenario currently used.
I know that the random artifacts and named monsters currently depend on the random levels right now, and they can still be randomly generated upon first entering a level and then retained there until found / killed - surely it would be more fun and interesting to know that you've got "named monster X" to deal with on that next level and probably something nice to find there as well even if it takes a few trips and some careful mapping... it would turn the average random "run and gun" into more of a cat and mouse game of wits with boss monsters that stayed close to the "down" staircase of their level, perhaps.
(2) The size of each level is also a little large for my taste. I've played a few variants where one can select "small dungeons" and I always use that option. It seems to me that dungeons in vanilla tend towards "sprawl" without any interesting features that make it worth exploring (or getting too far from the stairs unless you have a proper feeling!)
I wonder if it would be difficult to implement different sizes in the options? Smaller levels with the same amount of monsters / traps & treasure tend to "condense" the whole level experience into a smaller, faster more dangerous run which some players may prefer.
(3) Unusual rooms & passages abound in some variants. These are always fun and interesting tactically. I wonder why they have not been used more in vanilla? I know there are vaults and such every so often but they seem few and far between.
-------------------------
I know that probably the first thing you want to tell my is try variant X and not worry about vanilla but let me expound further:
I wonder why Vanilla has gone through so many changes over the years but never addressed the central theme of dungeon design itself? The copious options menu allows for a wide variety of experiences when playing, why not give players the following options (for instance):
Dungeon Permanance (warning: large save files!) Yes/No
Dungeon Level Size: Small / Medium / Large / Random S/M/L/R
Unusual room configurations: Common / Uncommon / Random C/U/R
I don't understand, and maybe someone can explain it to me, the reluctance to change vanilla Angband's design to allow for more options? Is it because the variants exist and vanilla is seen as a sort of "tournament" for the ultra hardcore? I don't mean this as a flame or anything, I swear - I am just genuinly curious why vanilla itself has changed so little over the years when technology has come so far and there are so many interesting ideas in the variants to borrow from, especially when it comes to dungeon level design, which is the heart and soul of the game.
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