The freedom that people have been mentioning is the reason that Angband remains to be my drug of choice when it comes to roguelikes. Having that ability to play at my own pace makes me feel much more immersed in the game. I don't have a specific play style when it comes to aggressive diving vs slow level clearing. Sometimes I have a run where I find a couple of nice items early on and push it to the limits, and sometimes I either don't feel confident in my character yet or am simply exhausted and don't to push my luck. Having to do this sort of risk assessment and decision making without the game suddenly imposing rules on me makes me feel more connected to my adventurer.
There are plenty of birth options available to spike up the difficulty if people choose to do so, which once again goes back to player choice and freedom. When it comes to changing the "rules" of the game, I always would like to see them added as birth options as opposed changing the base game. There was a little bit if an uproar from a small handful of players when the no_selling option was enabled by default, but from where I'm sitting as long as you have the ability to enable/disable it changes nothing.
There are plenty of birth options available to spike up the difficulty if people choose to do so, which once again goes back to player choice and freedom. When it comes to changing the "rules" of the game, I always would like to see them added as birth options as opposed changing the base game. There was a little bit if an uproar from a small handful of players when the no_selling option was enabled by default, but from where I'm sitting as long as you have the ability to enable/disable it changes nothing.
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