V 3.5 now in feature freeze

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • DaviddesJ
    Swordsman
    • Mar 2008
    • 254

    #91
    Originally posted by Patashu
    Have you ever played Nethack?
    Briefly. Long before most of the things you mentioned were added (no branches, for example). I wasn't impressed then, and the game didn't get better over time.

    It's a good illustration of how different people just like different things. Obviously, some people love it, or they wouldn't have made it that way.

    Comment

    • DaviddesJ
      Swordsman
      • Mar 2008
      • 254

      #92
      Originally posted by PowerWyrm
      What's the point of having "cheat lore" option when you can get the info by simply opening a text file?
      Convenience.

      What's the point of penalizing "cheat lore" when you can get the info by simply opening a text file? Inconvenience?

      Comment

      • Oramin
        Swordsman
        • Jun 2012
        • 371

        #93
        Coming back to Angband, I'm not trying to persuade anyone to play any particular way. I think almost everyone who has ever played Angband has consulted some spoilers. But people should all decide for themselves how much information they want to read and how much they want to discover. That's the way it has always been and always should be. The option to discover only monster information as you go is a great option for those who prefer that. But the reality is that many/most Angband players have always been comfortable with consulting and using spoilers, the number of people who think "looking at a spoiler" is like "editing your save file to make yourself superhuman" is vanishingly small.
        Sure people shoud be free to consult the external spoilers. I do it from time to time myself and I don't consider that to be cheating.

        I've already explained to you why providing free information within the game itself is cheating. Yet you haven't directly addressed the argument. Here it is again for your convenience:


        Suppose you are playing a game with a persistent map.

        In the beginning, in order to have a copy of the map, you have to engage in copious note taking.

        Finally somebody decides that is inconvenient and includes an automapping feature so that a record is kept of the map where your character has explored.

        See the difference between the map that you have earned by exploring and having the full map revealed in-game the instant you start playing?

        Or how about if you are playing a game where you speak with NPCs and the conversations are the same between games.

        In the beginning, in order to have a copy of the conversations, you have to engage in copious note taking.

        Finally somebody decides that is inconvenient and includes a log of the in game conversations so that a record is kept of conversations that your character has had.

        See the difference between the log of conversations that you have earned by exploring and talking to NPCs and having every conversation in the log before you've ever played the game?


        There's a difference between a convenient method of recalling information you have already earned by playing the game and getting free information.
        Now, David, would you consider those situations to be cheating?


        It was a decision made a long time ago for Angband that getting free information within the context of the game would be considered cheating. Just like getting infinite lives or getting free items (if I recall the wizard mode settings correctly; I haven't looked in years).

        You're trying to persuade us to accept that getting free information within the context of the game isn't cheating and, therefore, Vanilla should be changed to reflect your personal preferences. The way I see it, you have three reasonable options:

        1. Directly address the argument and persuade the devs and the community.

        2. Play however you choose and accept the cheating tag.

        3. If the cheating tag bothers you so much, either spend a couple of seconds looking stuff up outside of the game, rely on your personal memory from your vast 20+ years of experience, or compile your own personal version of Vanilla with the cheating tag removed.

        Comment

        • DaviddesJ
          Swordsman
          • Mar 2008
          • 254

          #94
          Originally posted by Oramin
          I've already explained to you why providing free information within the game itself is cheating. Yet you haven't directly addressed the argument. Here it is again for your convenience:
          From the very beginning, one of the core principles of Angband was that everything in the game is open and public. It's easy to look up for yourself what monsters can do, how spells work, what various pieces of equipment do, how the time model works, etc., etc. You don't even have to interpret the source code, there are "spoiler" files that present all of this information as conveniently as possible. It's one of the things that attracts people to the game. You say yourself that you look things up when you feel like it.

          The person who looks something up in an external file is getting exactly the same information as someone who looks it up inside the game. Some people prefer one and some people prefer the other. Some people like the flavor aspect of having their in-game knowledge about monsters gradually increase over time, and only consulting external sources when they feel like it. Other people like simply having all of the information presented to them all the time. One way isn't better or worse than the other, they just reflect different preferences.

          (When Angband was originally created, it didn't even have multiple windows. So the in-game monster knowledge didn't matter much, since it didn't automatically pop up for every monster you fight, you would have to do keystrokes just to look at it. If you're going to call it up, you might as well switch to a spoiler file, it's about the same. The convenience of having it in the monster knowledge is much greater now that the information can be displayed automatically.)

          Since neither way of playing (complete monster knowledge in game, or viewing external spoiler files) gives an advantage or disadvantage relative to the other, neither should be considered "cheating". The reason that in-game monster knowledge gradually accumulates was never intended as some sort of handicap, since all of that information is freely available anyway. It's just a way for some people to enjoy accumulating that information, and to not be flooded with lots of information if they don't want. That's why it makes sense to let people turn it on or off, as they prefer.

          1. Directly address the argument and persuade the devs and the community.
          OK.

          Comment

          • Oramin
            Swordsman
            • Jun 2012
            • 371

            #95
            There you go, much better. However, you didn't address whether you consider the two scenario I laid out should be considered cheating.

            I'll still address your argument in the previous post, but I'd appreciate knowing exactly where you are drawing the line on convenience and why.

            Comment

            • DaviddesJ
              Swordsman
              • Mar 2008
              • 254

              #96
              Originally posted by Oramin
              There you go, much better. However, you didn't address whether you consider the two scenario I laid out should be considered cheating.

              I'll still address your argument in the previous post, but I'd appreciate knowing exactly where you are drawing the line on convenience and why.
              If you've got a "game" that depends on secret information, then it's cheating to have the information in advance. For example, if you were appearing on Jeopardy, it would be cheating to surreptitiously obtain a list of all of the questions and answers, in advance.

              Angband isn't like that. Everything in the game is public and always has been. There aren't any secrets. Some people may choose to reveal and study more information, and some less, but it's all available to anyone who wants it. A lot different from Jeopardy.

              Comment

              • Oramin
                Swordsman
                • Jun 2012
                • 371

                #97
                I understand that point of view but we weren't addressing Jeopardy.

                What about those two scenarios I laid out?

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #98
                  Oh my god you two just make out already.

                  Comment

                  • DaviddesJ
                    Swordsman
                    • Mar 2008
                    • 254

                    #99
                    Originally posted by Derakon
                    Oh my god you two just make out already.
                    I'm trying my best to limit the off-topic discussion here, but he keeps insisting that I analyze various hypothetical scenarios in various other types of games. I don't like just ignoring questions, but if I keep trying to answer we could be at this forever.

                    Comment

                    • Oramin
                      Swordsman
                      • Jun 2012
                      • 371

                      Originally posted by Derakon
                      Oh my god you two just make out already.
                      Pretty sure he's not my type (since based on the name he's a 'he').

                      David:

                      Don't worry, I'll cut off the analysis soon enough since I do have other things to deal with; I'm just trying to make a point by presenting those two hypos. After that, I'll explain the point and then make sure you get the opportunity for the last word.

                      Comment

                      • DaviddesJ
                        Swordsman
                        • Mar 2008
                        • 254

                        Some games are designed to be played once only, and some games are designed to be played over and over again.

                        If you have a game with hidden information that is only supposed to be played once, and there's no point in replaying because once you've played through it you know the hidden information (e.g., the point of the game is to find locations, and once you know where they are then the game is uninteresting), then revealing the hidden information before you play would sap some of the point of the game.

                        On the other hand, if the game is designed and intended to be played many times, then it's expected that you will may know the map (from previous playings) and the game will still maintain its character. In that case, it would definitely make sense to have an option (or even an automatic choice) to reveal the map from the start, and it doesn't make any sense to call that "cheating". It's just giving you information that everyone can already have from previous playings. Some people might prefer to reveal information as they go, in their first playing, while others might prefer to just see it all from the beginning. Everyone should play as they want and there's no reason to call one approach "cheating".

                        If knowing the map is a big advantage, but you want to make the game replayable, then the best solution is to make the maps random rather than fixed. That way it can be different every time and hidden from the start.

                        I used to play multiplayer AOWSM, sometimes on fixed maps and sometimes on random maps. When we played on random maps, we would usually play with the map hidden from the start, and each player would have to explore to discover the map. When we played on fixed maps, we would generally expose the whole map to everyone from the start, so that some players don't get an advantage over others from knowing the map better. Exposing the map there is not "cheating", it's a balancing mechanism. To say that some players have the map exposed from the start, because they have played it before and it stays revealed for them, while others have to explore it from scratch, with no peeking, would seem unfair to me.

                        This is my best attempt to answer (one of) your hypotheticals. That's about as much effort as I care to invest in this. If you need to refine or elucidate or interpret your examples further, I suggest you at least make a new thread for them.

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          Originally posted by DaviddesJ
                          From the very beginning, one of the core principles of Angband was that everything in the game is open and public. It's easy to look up for yourself what monsters can do, how spells work, what various pieces of equipment do, how the time model works, etc., etc. You don't even have to interpret the source code, there are "spoiler" files that present all of this information as conveniently as possible.
                          That's not quite true. At beginning game made some things vague on purpose, like saving throw (heroic -> legendary where legendary was more than 100%), and files you refer didn't contain info about artifacts, that was part of the source and so on. No info about how much damage you do, you needed to calculate it yourself.

                          It's a lot more "open" now than it was at the beginning. What was open was coding the game, it was made easy for everyone to tweak their own copy at will so for coders it was "open". For non-coders not so much.

                          Comment

                          • krazyhades
                            Swordsman
                            • Jun 2013
                            • 428

                            Originally posted by takkaria
                            * Replace rings of rFire & rCold with one ring, rFire&Cold
                            Definite improvement and makes thematic sense with the existence of the priest spell of the same name. Potentially suggests a template for future non-artifact rings that provide more than one resist. Regardless of future implications, a great change that makes a grind-out-this-squelch find into an item that is useful for much longer.


                            Originally posted by takkaria
                            * Move =Flames/Ice/Lightning/Acid higher in the dungeon
                            Feels really really good when a player has one or two such rings, which I like. Cycling through more than 2 or 3 at the start of every major fight feels bad, both because it's very strong at certain stages of the game and it afterwords begs the player to rest multiple times with different rings on in order to recharge them all. This is made even more unpleasant and weird by the fact that the rings stack or not based on their [+AC] stat, so I'd often rather have 3 [+6] rings of ice over 3 nonstacking rings of acid.

                            tl;dr great change, overall love it, and I would love to see continuing attention put towards getting ring gameplay right.

                            Originally posted by takkaria
                            * Radically improve Slow Digestion (you nearly never need to eat with it).
                            Definitely like this change. It's not transparent to me how this interacts with regeneration, but that has nothing to do with this specific version. Rings of slow digestion feel much better when you're waiting on a real ring to show up, and the stat is more relevant (but still a waste of potential item power) on artifacts. Not really so important for classes that can magically feed themselves, but a nice bone to toss to the Warrior and Troll.

                            Originally posted by takkaria
                            - fast recovery heals some HP, clear mind heals 10SP.
                            Feels good. The hp gain loses most of its relevance during the midgame, when the cc-removal is most relevant due to there being stronger monsters and gaping resist holes, but I definitely find myself carrying these shrooms.

                            Originally posted by takkaria
                            - substantially increase duration of telepathy from ,SecondSight and rConf from ,ClearMind.
                            Yeah wow. That telepathy lasts a long time, often for multiple fights. The rConf feels really good, and rewards one for using the mushroom preemptively.
                            Originally posted by takkaria
                            - Terror now gives you +10 speed
                            I still almost always squelch Terror as soon as I ID it, but this change makes for some fun stories! Definitely like it. Once, and only once, a "what the hell I'll not drop it yet" Terror saved my life.

                            Also, IIRC fizzix's pack spawn changes in this version, and they're great. Ditto for the HP gain changes.

                            My biggest critique of the feeling of exploring the dungeon right now is definitely the fact that it's annoying to explore the weird dungeon areas that are created around circular rooms. Hopefully we'll be able to see them created in a way that doesn't tear the dungeonscape so (and make them identifiable from a mile away).

                            Love the changes! A big THANK YOU to all the people who helped bring them about.

                            Comment

                            • krazyhades
                              Swordsman
                              • Jun 2013
                              • 428

                              Originally posted by Oramin
                              1. Have Scrolls/Staves of Probing which can be purchased in the stores.

                              2. Have Scrolls of History which can be found/purchased which give you information about monsters.
                              I would like this change a great deal.

                              Comment

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1214

                                Is it intentional that un-ID'd artifacts can have the wrong dice listed?
                                See Ringil below...
                                (For all I know this could always have been the case and I've been too dozy to notice).
                                Attached Files

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎