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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #16
    Originally posted by Netbrian
    I second this motion.
    working on it. see for example: http://angband.oook.cz/ladder-show.php?id=11629

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #17
      Originally posted by Derakon
      I would rather see diving discouraged through making the levels harder than through making it take longer to move deeper. The player should be able to quickly dive to the edge of their competence zone, IMO.
      I agree with this, but it seems to me that you can usually find a staircase very quickly, without much exploration, before many enemies have a chance to wake. In this case, the excess of staircases negates the difficulty that already exists. Making enemies more alert might help.

      The problem I generally encounter is that theres not a steady power curve as you move deeper. Breezing through the previous 5 levels does not insure that your capable of handling the 6th. Random generation and OoD enemies guarantee this, and that's a good thing. In short, finding the edge of once competence zone is difficult when moving deeper happens so quickly.

      I still feel that losing a staircase or two would be an improvement. There are scrolls and spells specifically designed to move you deeper into the dungeon. If we lost deep descent, than I'd be more inclined to agree with you.
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #18
        Originally posted by buzzkill
        I agree with this, but it seems to me that you can usually find a staircase very quickly, without much exploration, before many enemies have a chance to wake. In this case, the excess of staircases negates the difficulty that already exists. Making enemies more alert might help.
        I assure you that more deadly monsters makes it considerably difficult to find a stairs. If you want to try it yourself, I can put up a windows binary on github.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          Originally posted by buzzkill
          I agree with this, but it seems to me that you can usually find a staircase very quickly, without much exploration, before many enemies have a chance to wake. In this case, the excess of staircases negates the difficulty that already exists. Making enemies more alert might help.
          So? If you find a staircase to take you deeper, then you either get closer to your competence edge, or you move past it. Eventually you're going to have to deal with the threats of the dungeon, and if you've gone too deep, then you won't be able to handle them.

          Basically, I want the decision the player makes when finding a staircase to be "Do I think I can handle the challenge one level deeper?", not "Finally, now I can leave this level behind."

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #20
            Originally posted by Derakon
            So? If you find a staircase to take you deeper, then you either get closer to your competence edge, or you move past it. Eventually you're going to have to deal with the threats of the dungeon, and if you've gone too deep, then you won't be able to handle them.
            The problem I have is there's no "am I too deep question" after certain gear is obtained (usually telep/detection + resist poison). At this point, I might as well just go to 100 as quickly as possible.

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #21
              Originally posted by fizzix
              I assure you that more deadly monsters makes it considerably difficult to find a stairs. If you want to try it yourself, I can put up a windows binary on github.
              I know squat about github. As long as it's just click to download, I'll give it a spin.

              @ Derakon. I'm frequently in too deep, which is why I'd like to see the change. Barring less staircases, my other option is self restraint, which amounts to exploring levels that I have real reason to explore. If it took me longer to find a staircase, my exploration would serve some purpose, that is, finding a staircase.
              Last edited by buzzkill; August 6, 2011, 15:48.
              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
              My banding life on Buzzkill's ladder.

              Comment

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