I would like to offer my two cents as an avid fan since playing Moria in '89 and most iterations since.
1.) Breeders don't inspire the same kind of terror when they go active as in the past. Louses and Vorpal bunnies were always tense. Especially with a low level fighter... "Can I get there before it wakes up? Should I shoot at it? What if I miss?" In my opinion the breeders should be a little more deadly starting around level 5, and fear inspiring at dl 20 and lower.
2.) Artifact drop rate too high, but they have such awesome flavor that they should not be removed. The birth option to remove is fine with me, as it gives me a more challenging game if I want it.
3.) Identify is too easy and common. It is always fun to experiment with unknown wands and staffs, or to try on rings, helms, etc. without knowing what will happen. It adds a little tension and suspense. One staff that was particularly entertaining was the staff of polymorph. It was always an attention grabber when you were using an unknown staff in a room full of low level monsters and it turned out to be a polymorph staff. Suddenly all of those breeding l's turned into D's or L's. We used to play a little roulette with those staffs and let a room fill up with worm masses or louse. Step into the doorway and pop off the staff and see what kinds of terror and horribly out of depth monsters we could generate. Perhaps make identify scrolls much less plentiful in town, increase rarity of staffs and scrolls in dungeon, don't stack them. It might be good for storekeepers to refuse to purchase unidentified items, or not reveal what they are upon purchase.
Finally, maybe make learning identify spell a bit tougher, higher lvl, higher book number, etc.
4.) Mushrooms were more exciting, as the bad ones could be very bad, and the good ones very good. Again, not having easily accessible identify measures made the 'shrooms more exciting. Some mushrooms should be awesome so that you are willing to risk trying the potentially very nasty ones.
5.) Poison was very scary. Anything that could breathe it kept you on the edge of your seat.
6.) there were more varieties of stationary monster mushroom patches and they could breed. However, I was maddened nearly to the point of editing their flags with the breeding magic mushroom patches. They are just fine now without that breeding flag, thank you very much.
All in all, you devs are doing a fantastic job evolving the game, and I continue to get hours of pleasure from it. But, like a lot of people around here I gather, I think it has become a little too easy to win.
1.) Breeders don't inspire the same kind of terror when they go active as in the past. Louses and Vorpal bunnies were always tense. Especially with a low level fighter... "Can I get there before it wakes up? Should I shoot at it? What if I miss?" In my opinion the breeders should be a little more deadly starting around level 5, and fear inspiring at dl 20 and lower.
2.) Artifact drop rate too high, but they have such awesome flavor that they should not be removed. The birth option to remove is fine with me, as it gives me a more challenging game if I want it.
3.) Identify is too easy and common. It is always fun to experiment with unknown wands and staffs, or to try on rings, helms, etc. without knowing what will happen. It adds a little tension and suspense. One staff that was particularly entertaining was the staff of polymorph. It was always an attention grabber when you were using an unknown staff in a room full of low level monsters and it turned out to be a polymorph staff. Suddenly all of those breeding l's turned into D's or L's. We used to play a little roulette with those staffs and let a room fill up with worm masses or louse. Step into the doorway and pop off the staff and see what kinds of terror and horribly out of depth monsters we could generate. Perhaps make identify scrolls much less plentiful in town, increase rarity of staffs and scrolls in dungeon, don't stack them. It might be good for storekeepers to refuse to purchase unidentified items, or not reveal what they are upon purchase.
Finally, maybe make learning identify spell a bit tougher, higher lvl, higher book number, etc.
4.) Mushrooms were more exciting, as the bad ones could be very bad, and the good ones very good. Again, not having easily accessible identify measures made the 'shrooms more exciting. Some mushrooms should be awesome so that you are willing to risk trying the potentially very nasty ones.
5.) Poison was very scary. Anything that could breathe it kept you on the edge of your seat.
6.) there were more varieties of stationary monster mushroom patches and they could breed. However, I was maddened nearly to the point of editing their flags with the breeding magic mushroom patches. They are just fine now without that breeding flag, thank you very much.
All in all, you devs are doing a fantastic job evolving the game, and I continue to get hours of pleasure from it. But, like a lot of people around here I gather, I think it has become a little too easy to win.
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