NOT a statement of intent
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Ok, let me get this straight in my head...
Are you of the position both that winning should not be unusual and that winning should not be guaranteed with ideal play?
If winning were to be not not unusual, then presumably ideal play should not be not difficult to obtain and, in fact, should not be nigh on not impossible. Is this not opposite to your standpoint, or have I not got this not wrong?
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Having already managed to start some detailed discussion with a few vague statements of broad philosophy, I thought I should give people something to really get their teeth into. So here are a bunch of ideas that I'm not suggesting (probably). They're more designed to provoke responses, and get people thinking about different possibilities.
Also maybe to test whether people read the preamble or just jump straight to the list, and because Antoine lobbed the LOS grenade into the other thread and everyone's throwing themselves on it.
- At the start of each game, all objects get randomly (but according to their depth and rarity) allocated a minimum dungeon level they can start being generated.
- Every generated level has at least one "challenge" (vault, or OOD monster, or something).
- Certain behaviours (stairscumming, or taking the first available stair, for example) are rewarded or punished by affecting object/monster generation in some way.
- Downstairs and/or recall from town go a random number of levels down, upstairs always up 1.
- Difficulty level of monsters encountered depends on turncount not depth.
- Morgoth may be on other levels apart from 100.
- There is a "difficulty parameter" which can be set before starting any game.
- All races and classes earn experience at the same rate, and there is more variation between races.
- Winning should be unusual.
- Repeating levels gets you less monsters and gear every time.
- Winning should be guaranteed with ideal play.
- Some levels have no up stairs.
- Recall is a command, not a scroll.
- All of the above should be obtainable by birth options.
2. Marginal change. And pointless unless the reward/risk ratio is balanced.
3. This introduces an unnecesary complexity. I'd rather see disconnected stairs as the default and more up/down staircases generated on each level.
4. Breaks force descent. As anyone else, I think the opposite should be true, along with force descent as default. For deep descent, there are scrolls now.
5. Why should a slow player get more difficult monsters? This is covered by choosing force descent at birth.
6. And if your character is named Fingolfin and wields Ringil, he can shout obscenities about his mother and make Morgoth appear in town too No, seriously, I don't see the point here. In the Silmarillion, Morgoth is more of a coward and almost never leaves the bottom of his fortress.
7. You mean something like "Easy", "Normal", "Hard", "Nightmare" modes like in TomeNET? You should check that game about how which mode affects the player. This would be a nice addition in fact...
8. I don't see how you can balance the races here.
9. Like in Moria?
10. Same as 5. The game should permit slow and fast play. Force descent covers that.
11. Lol, if you play ideally and don't win, this means only two things: either your character got wiped by a bug or by a random instagib, which means a poorly designed feature. I don't think the latest is possible anymore...
12. Ok why not. I'd think each level should have more staircases, but something like 1-5 down and 0-5 up should be fine. But of course, some classes have stair creation spell, which makes the change pointless unless the spell is changed t ocreate only down staircases.
13. Dunno. This seems nice and helpful (frees one inventory slot and the fear of having one's only recall source destroyed), but would require to replace the recall items/spells by something else.
14. If you plan on doing some code refactoring and separate the game core from the rest, some of these impact the code and some don't. And it's hard to set a "birth" option for changes that impact the game core.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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He threw out a bunch of ideas with the goal of getting people to brainstorm in their reactions to them. So what if some of the ideas are contradictory?Comment
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Hello! Long time "angbander" here (16 years or more), been some time since the last version I really played (3.0.x iirc).
In my opinion, Angband is a game in witch you have the options to grind or not, and I like it this way, so if the intent is of putting some kind of "timing" on the game or forcing players to not do it I'm totally against it.
The best thing about angband is that you can play as you like, with nothing hurrying you to finish it, so imho no "turn count" or "timer" hurrying me to go down.
Saying that, for people who like it, maybe game with fixed level generation (once a level is generated it never changes and there are never new monsters in it) would be nice too, at least as a birth option, so people would be prevented to scumming for better levels and would not have much reason to go back (without the need to take the stairs up).
This way people would have the option of fully exploring the level or not but it would be their choice.Comment
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Just want to clear up one thing: currently you could theoretically scum level 1 for any item; number 1 would make that no longer true.
Also
15. Optional permanent levelsOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Yay, ideas. Here are my thoughts.
[*]Every generated level has at least one "challenge" (vault, or OOD monster, or something).
[*]Certain behaviours (stairscumming, or taking the first available stair, for example) are rewarded or punished by affecting object/monster generation in some way.
[*]Downstairs and/or recall from town go a random number of levels down, upstairs always up 1.
[*]Difficulty level of monsters encountered depends on turncount not depth.
[*]Morgoth may be on other levels apart from 100.
[*]There is a "difficulty parameter" which can be set before starting any game.
However, we should be very clear that only the standard settings, whatever we choose them to be, are guaranteed to be balanced.
[*]All races and classes earn experience at the same rate, and there is more variation between races.
[*]Winning should be unusual.
[*]Repeating levels gets you less monsters and gear every time.
[*]Winning should be guaranteed with ideal play.
[*]Some levels have no up stairs.
[*]Recall is a command, not a scroll.
[*]All of the above should be obtainable by birth options.
Angband already has a ton of customization abilities in the edit files. And I think, maybe I design goal should be that any of these customization options should also be things accessible from the edit files.Comment
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There's a prevailing theory of development recently that options are bad. And indeed, when you're worried about propagating changes through revisions, or balancing various things, options are bad. However, if you make no promises about balance, then that avoids the second problem. And I imagine, someone smarter than me can figure out the first one.
Angband already has a ton of customization abilities in the edit files. And I think, maybe I design goal should be that any of these customization options should also be things accessible from the edit files.
Things you could tweak in Angband with a similar degree of ease:
* Ease of passing OOD checks on monsters/items
* Number of bonus artifact chances unique monsters get
* Frequency of special rooms (pits, vaults)
* Size of levels
* Frequency of up/down stairs
* Cost of items in stores
* Spawn rate of monsters
* Monster spell failure rate
* Chance of supercharging items
Should all of these be options? Probably not. But anything that amounts to "get a number from the user, then plug that number into a formula in the code" could be an option.Comment
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Giving access to parameters via options is a great way to increase flexibility of the game without much of an increase in code complexity. I mean, if you look at, say, the game configuration screen in Civilization V, there are a ton of options you can set. But they mostly just determine the initial conditions of the map or toggle certain settings on/off, which is very easy to implement.
Things you could tweak in Angband with a similar degree of ease:
* Ease of passing OOD checks on monsters/items
* Number of bonus artifact chances unique monsters get
* Frequency of special rooms (pits, vaults)
* Size of levels
* Frequency of up/down stairs
* Cost of items in stores
* Spawn rate of monsters
* Monster spell failure rate
* Chance of supercharging items
Should all of these be options? Probably not. But anything that amounts to "get a number from the user, then plug that number into a formula in the code" could be an option.Comment
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This already exists in my variant. You can "build" your own levels in a (basic) editor, save the result as a "level.depth" file and activate an option to make the game look for such files and make the resulting "depth" static. Currently, this is mainly used to add extra towns in the dungeon.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Originally posted by PowerWyrmThis already exists in my variant. You can "build" your own levels in a (basic) editor, save the result as a "level.depth" file and activate an option to make the game look for such files and make the resulting "depth" static. Currently, this is mainly used to add extra towns in the dungeon.Comment
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15. Optional permanent levelsComment
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Added risk/reward behaviour could be given to the current "deep descent" scroll, in that it could take you to a random level between -3 to +7 of current.Comment
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Permanent levels could feature honeypot style additions. Ancient Dragon on 500' guarding guaranteed excellent loot? Orc town featuring all the Orc-ish Uniques with their best loot? Worth trying to crack into?Comment
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