Greetings gents & ladies. Been awhile since I've fired up ole angband, but I recently had an idea which could improve gameplay balance.
A common reason cited for diving is that the longer you stay on a given level, more new monsters will be spawned, with the default status of awake. New monsters simply appearing in the dungeon at random places always served to break the suspension of disbelief for me, and it further propagates a reliance on inelegant measures such as spamming detection and gives way to overreliance on esp and the like.
What if new monsters always spawned around staircases? They have to get in somehow. Further, what if the player was given some kind of message warning the player of their arrival: "You hear the patter of footsteps arriving from set of a stairs..."
The generation timing could remain as it is now, or become more strict xdy+z, where x and y are small. You would still have incentive to go through levels more quickly, since you now have to cut your way through a set of enemies to reach the stairs, but it won't be so much of a crapshoot. A little less randomness, and a little more strategy. Players can better gauge how long they want to spend on a given level, as the risk/reward becomes more clear.
Anyway, there's the idea. Congrats on all the new releases, and happy banding!
A common reason cited for diving is that the longer you stay on a given level, more new monsters will be spawned, with the default status of awake. New monsters simply appearing in the dungeon at random places always served to break the suspension of disbelief for me, and it further propagates a reliance on inelegant measures such as spamming detection and gives way to overreliance on esp and the like.
What if new monsters always spawned around staircases? They have to get in somehow. Further, what if the player was given some kind of message warning the player of their arrival: "You hear the patter of footsteps arriving from set of a stairs..."
The generation timing could remain as it is now, or become more strict xdy+z, where x and y are small. You would still have incentive to go through levels more quickly, since you now have to cut your way through a set of enemies to reach the stairs, but it won't be so much of a crapshoot. A little less randomness, and a little more strategy. Players can better gauge how long they want to spend on a given level, as the risk/reward becomes more clear.
Anyway, there's the idea. Congrats on all the new releases, and happy banding!
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