Just as a reminder, one man's junk is another man's flavor. I was sad when the shopkeepers stopped being horrible racist assholes, for example. It was nice flavor, and far more meaningful than the CHA stat ever was.
Elements, resistances and side effects
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Sure. But it seems in general, there are four types of attack designs: direct damage, status effects, stat damage, and damage over time. Maybe I'm new and wrong, but it seems like angband barely uses DoTs at all except for cuts, and early level poisons.Comment
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barely uses DoTs at allComment
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While I wouldn't want to go down to basic elemental resistances, I think we could probably stand to lose one or two higher ones that don't have much flavor.
Light, Dark, Sound, Shards, Nether, Disenchant- yes keep these. Those seem to have Tolkein flavor and some (Nether, Disenchant) important gameplay implications. Maybe Nether and Disenchant could be combined, such that a nether attack had the potential to disenchant items or drain XP.
Chaos? Nexus? Do we really need these?
re: Poison- I kind of like the idea of the poison counter mentioned above, although if it's something that varies systematically in how the counter works across monsters/traps/etc, this will be really hard for a new player to uncover. In principle, I like the idea of "interesting" poisons that have other effects as well (slow, stat drain, blurry vision/halucination, etc) but not sure how I would implement those- if they are redundant with other attacks/resists then it's not actually adding much to the game, and if they are orthogonal to those, it would super confusing.Comment
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I don't want to get too precious about this, but IMHO players of roguelikes are unusual among players of games, and *band players are unusual among players of roguelikes. You get people who have been playing Angband for all its 20+ years, because it scratches an itch that no other game quite does. I want to keep that.
I'm not saying don't give opinions and ideas - please do. But "this is how it usually works" is not an argument which has much force for me.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I like the way you're trying to improve the quality of discourse.
I think you can (and should) increase the DOT aspect of poison without throwing away the 1-turn instakill nature of drolem breath.
A.Ironband - http://angband.oook.cz/ironband/Comment
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Shut up!
I think you can (and should) increase the DOT aspect of poison without throwing away the 1-turn instakill nature of drolem breath.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Yep. I'm not saying all the damage should be DOT, maybe 50/50, 75/25 of 1600 is still pretty deadly. Plus the survivability on the second turn depends on how you play the game. Not everyone has the tools for every situation. In my book, not having all the answers makes the game more fun.Last edited by buzzkill; December 5, 2013, 02:39.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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I love the fact that you start off in a town with non-magical equipment, and then fight normal type monsters, then as you progress you find more and more unusual stuff.
It was/is a great pretense that the people in the town were people (shopkeepers being racist against trolls just made them normal people). Taking that away makes them dispensers or vending machines.
You go from a normal town in a fantasy setting, into a dungeon that gets more and more dangerous with new ways to kill you as you go. If it was easy, I wouldn't be coming back.
If you take that out, it's a spreadsheet game. It's so long that it can devolve into that, but that's not what brings players to the game.Comment
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