Waiting for the other shoe to drop

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #16
    Originally posted by ulrichvonbek
    Can I ask why?
    [paladins boring]

    They just are. No interesting weaknesses, not interesting abilities or interesting strengths. They are about as dull class as it can be in angband. Give them something like constant aggravation and I could enjoy playing them. Then it wouldn't matter if items have aggravation and avoiding too tough fights would be interesting challenge.

    It would even fit the class name. I can't find much more aggravating thing than people that try to force-feed their religion to other people by violence.

    Comment

    • Djabanete
      Knight
      • Apr 2007
      • 576

      #17
      I don't think there's any Angband class that's a model of good behavior in any way, shape, or form...

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #18
        Originally posted by Timo Pietilä
        [paladins boring]

        They just are. No interesting weaknesses, not interesting abilities or interesting strengths. They are about as dull class as it can be in angband. Give them something like constant aggravation and I could enjoy playing them. Then it wouldn't matter if items have aggravation and avoiding too tough fights would be interesting challenge.

        It would even fit the class name. I can't find much more aggravating thing than people that try to force-feed their religion to other people by violence.
        That's a superb idea! It would need something to help them survive the early game though, I think. The advantage of using multiple aggravating items (which are essentially just Fury and artifacts, I think) comes quite late in the game.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Taha
          Adept
          • Jun 2009
          • 128

          #19
          Or maybe they aggravate after a certain level, or have stealth penalties that go UP with level increases. But that would effectively make them a challenge class I think.
          ________
          Web shows
          Last edited by Taha; August 14, 2011, 14:59.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #20
            Originally posted by Taha
            Or maybe they aggravate after a certain level, or have stealth penalties that go UP with level increases. But that would effectively make them a challenge class I think.
            Yeah but we need more challenges. I really like the idea of a stealth malus, say -1 per 5 clevs, topping out with aggravate at cl45.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #21
              I agree that it's a neat idea, but I'm a bit leery of making the only divine hybrid class a challenge class. Maybe we could add a Crusader to fill that slot in? Then paladins could be moved to be a bit worse at combat and better at spells (more or less the Ranger analogue) if necessary.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #22
                Originally posted by Derakon
                I agree that it's a neat idea, but I'm a bit leery of making the only divine hybrid class a challenge class. Maybe we could add a Crusader to fill that slot in? Then paladins could be moved to be a bit worse at combat and better at spells (more or less the Ranger analogue) if necessary.
                Well, discussion on #angband-dev has come up with challenges for all classes: we started by discussing this stealth malus for paladins, and thought that more in-theme would be "attracting" more undead opponents as clev rises instead. (Harder to implement, but we'll leave that for now.) That naturally led to considering which monster genera would be attracted to which classes:

                paladins - undead
                priests - demons (could actually swap these first two, in fact)
                rangers - dragons
                magi - giants (because they're tough to melee)
                rogues - hounds (ha ha ha ha ha, I mean, because they're always awake)
                warriors - quylthulgs (or other nasty immotiles - mimics?)

                Not sure if anyone will code this, but it shows we are definitely thinking about making the game harder in interesting ways ...
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #23
                  ...hunh, okay. That's certainly an interesting concept, though I find it a bit implausible. Warriors definitely have more trouble with quylthulgs than other classes do since their only way to spot them out of LOS is rods of detection (arcane casters have Reveal Monsters, divine casters have Detection in spell form). I'd be inclined to send constructs after rangers, since artificial is an opposite of natural. We're just a bit short on deeper golems, though; drolems and bone golems are pretty much it and both are not very fun to fight.

                  I tried to think up some ideas for challenge classes, but nothing's coming to me right now.

                  Comment

                  • Estie
                    Veteran
                    • Apr 2008
                    • 2347

                    #24
                    Mmmm. For more challenge there is iron-man. What I really like in iron man mode is the no return aspect. Having to secure terrain and to find the safest spots in a hostile environment gives me this good giddy dungeon feeling.

                    However, I rarely use it because it lacks the other aspect I like about *band: equipment juggling (which is also why I always play with randarts). The reason for this is lack of inventory space; since you can only carry like 3 extra items, choice becomes a rather trivial "if its an immediate upgrade, use it; if not, leave it behind".

                    Now if there was a mode "ironman with extra space", I would probably play that exclusively. Thinking about how to rationalize/implement it, one way would be to have the character start out with a magic bag. Something similar exists in ToME 2 in the form of the rod of home summoning, which is a rod that, when "z"apped, opens up the inventory of your town house.

                    Just an idea I have been mulling about for a while, throwing it out to be picked up or not.

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #25
                      Originally posted by Estie
                      Now if there was a mode "ironman with extra space", I would probably play that exclusively.
                      I once thought that "no stores" would approximate this. Unfortunately, "no stores" is useless because it also closes the home. You might find it worthwhile to change "no stores" to allow using the home and see how it feels. If that's not good enough, change ironman to allow recall but not upstairs in conjunction with "no stores" as above. Not quite what you want, but it might be close enough.

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #26
                        Originally posted by PowerDiver
                        I once thought that "no stores" would approximate this. Unfortunately, "no stores" is useless because it also closes the home. You might find it worthwhile to change "no stores" to allow using the home and see how it feels. If that's not good enough, change ironman to allow recall but not upstairs in conjunction with "no stores" as above. Not quite what you want, but it might be close enough.
                        I've never understood why no_stores also closes the home - would anybody mind if we changed this? I don't know anybody who plays with no_stores. I don't have the skill to write a script to trawl all the V dumps, but I'd be surprised if more than one in a thousand non-ironmen used no_stores.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • jens
                          Swordsman
                          • Apr 2011
                          • 348

                          #27
                          I've been wanting no_stores, but with home for ever... But now that there is no_selling I think my main issue is fixed (the compulsion to drag back stuff to sell). But I still think it's a good idea to change it :-)

                          Comment

                          Working...
                          😀
                          😂
                          🥰
                          😘
                          🤢
                          😎
                          😞
                          😡
                          👍
                          👎