Consensus is that game is now too easy, however ways to make it more difficult are a bit limited, because making monsters more difficult just means that more monsters get avoided completely and/or people scum for better equipment until they can kill those hard monsters. Making things more rare just means that this scumming just takes longer.
So. What made old versions more difficult than current one without doing either of the two above:
1) inventory management. Things with charges didn't stack unless charge amount was identical, and staves didn't stack even with identical charges. We could revert that partially so that at least staves no longer stack.
2) inventory management (still). Ammunition took space from inventory. Now quiver basically adds ten additional letters to inventory making missile combat way more effective than it was. I vote for removal of quiver. If you wanted to have multiple stacks of ammo, you need multiple slots from inventory. This creates IMO necessary problems for what to carry and what not to carry. You are not supposed to be able to carry half the town with you.
3) floor stacking. This is anti-summon corridor prevention. You could create ASC, but you pretty much lost the loot if you did this. How about making things "radiate" from point of origin, but never stack more than three items deep piles? If at all.
4) item detection. No items could be identified beyond what you could look and you couldn't look beyond what you really saw. Item symbol was the only way to distinguish items from each other. Treasure detection didn't detect items, only treasure.
5) monster detection. Pretty much same as above, you couldn't look beyond what you really saw, so distinguishing monsters from each other required seeing them. No extra term windows with monster lists. I vote for partial detection removal so that monsters that are detected by ESP still get identified, but other non-visible ones do not. This creates nice "fog of war" -effect intensifying the mood of the game.
6) monster coloring. This is something I don't know if it is worth changing, but in older versions it was more difficult to distinguish monsters from each other, and I have lately started to think that it was at least partially deliberate decision more than just limitation of colors in old versions. Grip and Fang were indistinguishable from jackals, even that there were plenty of colors free to use for canine uniques for example.
7) More restricted item abilities. Acid and poison -brands didn't exist at all. Elec brand was x5 brand and was really rare, only few items had it. Way less random ability items existed. Whole selection of abilities and items was more compact, stunning was prevented by sound and chaos did prevent confusion. No trickery, weaponmastery, ESP, Devotion, sustenance, magi cloaks, lothlorien bows, Buckland slings etc etc etc. This lead to less variation in items at the endgame, but more variation in gameplay, because you were not guaranteed to find everything you think you needed in one form or another. You actually used Anarion at the endgame more often than not, how many games you now play that you even consider using that one?
8) class/race selections were restricted. Only humans and dunedain could play paladins, and warrior was only class allowed for everybody etc.
7) Town shops were way more random. That created an situation where you were not guaranteed anything, but they also did have occasional discounts which created nice flavor for shopping.
8) games were shorter. Less (and easier) monsters to kill did mean you got to bottom faster if you wanted, but it also did mean that you were less prepared to really tough fights which did mean more deaths. Difference between uniques and tough normal monsters was bigger.
So. What made old versions more difficult than current one without doing either of the two above:
1) inventory management. Things with charges didn't stack unless charge amount was identical, and staves didn't stack even with identical charges. We could revert that partially so that at least staves no longer stack.
2) inventory management (still). Ammunition took space from inventory. Now quiver basically adds ten additional letters to inventory making missile combat way more effective than it was. I vote for removal of quiver. If you wanted to have multiple stacks of ammo, you need multiple slots from inventory. This creates IMO necessary problems for what to carry and what not to carry. You are not supposed to be able to carry half the town with you.
3) floor stacking. This is anti-summon corridor prevention. You could create ASC, but you pretty much lost the loot if you did this. How about making things "radiate" from point of origin, but never stack more than three items deep piles? If at all.
4) item detection. No items could be identified beyond what you could look and you couldn't look beyond what you really saw. Item symbol was the only way to distinguish items from each other. Treasure detection didn't detect items, only treasure.
5) monster detection. Pretty much same as above, you couldn't look beyond what you really saw, so distinguishing monsters from each other required seeing them. No extra term windows with monster lists. I vote for partial detection removal so that monsters that are detected by ESP still get identified, but other non-visible ones do not. This creates nice "fog of war" -effect intensifying the mood of the game.
6) monster coloring. This is something I don't know if it is worth changing, but in older versions it was more difficult to distinguish monsters from each other, and I have lately started to think that it was at least partially deliberate decision more than just limitation of colors in old versions. Grip and Fang were indistinguishable from jackals, even that there were plenty of colors free to use for canine uniques for example.
7) More restricted item abilities. Acid and poison -brands didn't exist at all. Elec brand was x5 brand and was really rare, only few items had it. Way less random ability items existed. Whole selection of abilities and items was more compact, stunning was prevented by sound and chaos did prevent confusion. No trickery, weaponmastery, ESP, Devotion, sustenance, magi cloaks, lothlorien bows, Buckland slings etc etc etc. This lead to less variation in items at the endgame, but more variation in gameplay, because you were not guaranteed to find everything you think you needed in one form or another. You actually used Anarion at the endgame more often than not, how many games you now play that you even consider using that one?
8) class/race selections were restricted. Only humans and dunedain could play paladins, and warrior was only class allowed for everybody etc.
7) Town shops were way more random. That created an situation where you were not guaranteed anything, but they also did have occasional discounts which created nice flavor for shopping.
8) games were shorter. Less (and easier) monsters to kill did mean you got to bottom faster if you wanted, but it also did mean that you were less prepared to really tough fights which did mean more deaths. Difference between uniques and tough normal monsters was bigger.
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