I pretty much agree with this assessment. I do think that teleport level and deep descent are more egregious than other items though. We're doing a halfway decent job of generating enough needed items in the dungeon, so making shops more costly is good (and scaling starting gold appropriately).
making angband harder
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There is a monster.txt patch that replaces the standard Angband monsters with Moria monsters, but that is not enough. Object.txt would have to be edited to remove artifacts additionally.
I don't remember where I found it, but if anyone is interested the patch is attached to this post, (hope it works)
Helping the balance?Comment
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Malak - you have read all five of these threads, right?1) Hordes of novices drop tons of stuff. After clevel 10 these are pushovers, and they are the most lucrative kills for money, especially in a no-selling game.3) DSM mail is too common early in the dungeon. It is a very powerful find at dlevel 20 or even 30. I seem to find several in every game I've played between dlevels 20 and 30. And I'm generally moving as fast as possible through those levels to get to stat-gain depth.4) BM sells too powerful items for too cheap. Specifically ?tl, ?dd, _destruction, _speed, -TO, =resist poison, =FA. The combination of these items and the gold mines that are novices, make for a very powerful @. The only things that seem well priced in the BM are weapons, armor and stat-gain potions.5) Overall the dungeon is extremely safe but is dotted with areas of extreme danger. This allows a player to get by with a small stack of ?TL (readily available in the BM) to bypass the areas that are dangerous and get a new level which is more likely to be safe than not. Monsters with power close to the current level need to be more common than they currently are. I already tried a variation on this, but was not successful (it changed the game, but it made it much more tedious).7) Quiver is too powerful, encumberance penalty is too weak (late in the game).8) Melee characters do way too much damage early in the game. A warrior or paladin will start with over 20 damage per round with a dagger. That's way too much.9) Poison is too easy to just walk off. I know Derakon and others had a lot of suggestions for things to do with poison, maybe we should revisit them."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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(Granted this may well reduce the odds of any given patch I make getting accepted...)Comment
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Magnate-no I didn't know these threads existed already, this battle has been going on for s while it seems, I only realized it after I had done posted it and saw the threads, realized I just opened up a can of worms.Comment
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Well anyway, I went from talking about it to doing and made a bunch of changes to the latest nightly. Providing you start a brand new character, it should be fine, but if you're in the middle of a character you're enjoying, don't upgrade yet."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Turning off maximize mode would mean using earlier Angband versions (3.2 or earlier?) when that option was still there.
If you should try this patch, a tip: beware of the Black Dragon Bats and also the Disenchanter Bats. They were horrible in Moria.If you cannot answer a man's argument, all is not lost; you can still call him vile names. ~Elbert HubbardComment
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True. You would also have to also edit quest.txt to make the Balrog the final quest (and delete the Sauron quest). But the way it worked was that, after 2500', either the Balrog or Evil Iggy was generated on each level, with a 50% chance for each. The Angband code base would have to be altered to support that.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Like the boosted weapon and armour prices too; it makes it more of a decision what to buy instead of being able to kit your warrior out with a piece of armour for every slot. Seems like leather shields are still pretty underpriced for the AC, though.
Also, would it be practical to rebalance weapon pricing to take weight into account as well as damage? I guess there's a bit of a conflict between what's best for the different classes, but maybe work out some sort of curve where light and powerful weapons are both expensive and mid-range ones are the cheapest? (I suppose it might end up a bit of a wonky pricing structure later in the game, but by the time everybody's got maxed stats, I'm not sure town prices have that much impact.)Comment
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Also, would it be practical to rebalance weapon pricing to take weight into account as well as damage? I guess there's a bit of a conflict between what's best for the different classes, but maybe work out some sort of curve where light and powerful weapons are both expensive and mid-range ones are the cheapest? (I suppose it might end up a bit of a wonky pricing structure later in the game, but by the time everybody's got maxed stats, I'm not sure town prices have that much impact.)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I've spent a lot of time thinking about this over the past three years. The problem is that the effect of weapon weight in combat is all wrong - light weapons get more blows and are much much better than heavy weapons except at the very endgame where the extra criticals become barely noticeable.
It's not that bad. Not anymore, especially now that we have removed some of the grossly overpowered off-weapon damage bonuses which were main reason why more blows were better than good weapon.Comment
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Yeah, I'm with Timo here. You use a dagger or whip up until you find something better, which isn't hard. An unenchanted dagger beats an unenchanted longsword, sure, but it often doesn't beat an enchanted beaked axe, which is the kind of comparison the player ends up making pretty quickly.
(Of course, an enchanted dagger is even better, but that's assuming you find one)Comment
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I wonder if there's a better way of thinking about making the game harder. This is just me thinking out loud at the moment, so most of my ideas here are not exactly well thought out... sorry.
But still, it's really not that difficult to make the game harder in ways that are not basically very interesting... make this weapon weaker, that monster stronger, some needed thing less common. I'm not sure that doesn't just lead to more grinding. Stock up on escapes, and beating this guy now takes 8 tries where it took 3 before, but is that really harder or just more tedious?
Making escapes less than perfectly reliable takes away the grind element here, but it also allows death-through-no-fault-of-your-own (essentially). Maybe that's okay, maybe not.
Maybe solving this requires some fundamental change in the nature of the game, and maybe we don't want to go there - I'm not sure what the answer is. Maybe some added element of problem solving? Relationship building? (Very complex that, but interesting. Mass Effect takes a stab at this in a rudimentary way.) I'm not sure, but somehow simply changing the combat balance seems unsatisfying.
Timo, someone said, finds almost every game winnable; what would make a game challenging and risky for you, and a win especially rewarding, without adding any tedium?Comment
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