NOT a statement of intent
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Dunno what you're on about Magnate, you normally agree with me, I could find any number of examples
A.Ironband - http://angband.oook.cz/ironband/Comment
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More thoughts on facilitating diving without preventing grinding... Reduce dungeon to 50 levels corresponding to existing 2, 4, 6... 100. When a character descends to a new maxdepth that exceeds their clvl, give them a random stat boost.
Also, adopt semi-connected stairs to prevent stairscumming.
A.Ironband - http://angband.oook.cz/ironband/Comment
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When a character descends to a new maxdepth that exceeds their clvl, give them a random stat boost.Comment
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I think "connected stairs when you go down, stairs disappear behind you when you go up" seems fair and reasonable to me. The option to retreat from descending into horrible danger still remains, but you can't immediately 'reroll' for a more favourable level and keep trying again.
(Of course, there's always a chance that going up will lead you into horrible danger too, but that's just your bad luck...)Comment
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- Good players must be challenged
- Good players shouldn't be bored
- New players shouldn't be scared/frustrated away
- Slow players should have a game they can enjoy
- Fast players should have a game they can enjoy
I think the conclusion I draw from that is that the game should sense the speed that you're diving at and try to repel you from doing so (like the forceshields from Dune). Slow play encourages you to speed up, fast play challenges you to slow down.
Maybe the monsters should be as out of depth as the player?Comment
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More thoughts on facilitating diving without preventing grinding... Reduce dungeon to 50 levels corresponding to existing 2, 4, 6... 100. When a character descends to a new maxdepth that exceeds their clvl, give them a random stat boost.
Also, adopt semi-connected stairs to prevent stairscumming.
A.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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However, I don't really understand the problem. I play slowly, maybe 2 million turns for a (very rare) win. But in doing so I understand that I am actually decreasing my chances of a win. By playing slowly I double my chances of dying (twice as many monster encounters, twice as many do-or-die 5% fail escapes etc.), without much increasing my chances of success as equipment is gained by the level you're at, not time spent. By playing faster I would more or less get just as good equipment at any given dungeon level. The only exception to this is statgain. The more levels you play in the dlvl30's the safer your character will be when he ventures into the 40's.
So maybe the problem is in the statgain mechanic, and not with anything else?Comment
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1) is slow cautious play better in theory? (looking at considerations like your one about having to face smaller risks more times)
2) is slow cautious play better in practice? (including things like fact that it can make you lose concentration)
[In both cases I'm using 'better' to mean 'makes you more likely to win']
My guess is that slow play is better in theory but am not sure about in practice. If slow play were bad in both senses then the grinding/scumming problem wouldn't be a case of optimal play being different from fun play, but just a problem of how to stop people doing what is both boring and suboptimal which is quite different.Comment
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1) is slow cautious play better in theory? (looking at considerations like your one about having to face smaller risks more times)
2) is slow cautious play better in practice? (including things like fact that it can make you lose concentration)
Slow cautious play is doable but it is worse then fast cautious play.Comment
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I agree that 1 and 2 are both false, yet I still play slowly!Comment
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And where does that leave me?
I agree that 1 and 2 are both false, yet I still play slowly!Comment
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